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LABOUR  IS  

NOT

 A  GAME  

 

All   over   the   world   are   young   and   intelligent   men   working   on   a   game   that   they   cherish.   A   remake  of  a  cult  classic  is  in  the  making:  Nightfire  Source.  A  whole  team  spends  day  and  night   on  software  development  and  does  not  receive  a  nickel  for  their  work.  They  call  it  play.  But  is   it  really?  There  is  a  company  to  earn  money  from  their  activity.  It  is  exploited  labour.  One   cannot  doubt  that.  How  did  we  ever  get  to  this  point?  Why  are  those  (once  again)  intelligent   men   not   seeing   what   they   are   into?   Are   do   they?   I   will   seek   an   adequate   answer   to   that   complex   question.   It   is   complicated,   because   exploitation   often   takes   place   without   a   proper   acknowledgement.    

 

MA  THESIS  

Mitch  van  Helvert  (6168035)  

MA  Thesis  New  media  and  digital  cultures   Friday,  June  27th  2014.

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31th  of  December  6:29  AM  GMT  was  Nightfire  Source  founded  by  Click4Dylan  also  know  as   2GoldenBullet$.  Sadly  enough  there  was  no  one  who  took  initiative  to  make  Nightfire  Source   for  real.  Until  8th  of  April  2013  2:53  PM  GMT  when  Kenny  did  read  the  post  of  Bullets  again   and  started  the  topic  again.  Since  8  April  2013  Nightfire  Source  is  a  fact,  a  team  of  developers   is  working  on  this  project  for  real.

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INDEX  

P.4   INTRODUCTION  

  What  is  at  stake?  

Research  question    

P.10   THE  CHANGE  OF  LABOUR  IN  RECENT  HISTORY  

  Marx’  industrial  mode  of  production  

  Fordism/Taylorism  to  the  postindustrial  society  

  Production  of  service  and  immaterial  labour  

  Computer  technology  facilitates  post-­‐‑Fordism  (online)  

 

P.14   FREE  LABOUR    

P.16   PLAYFUL  LABOUR  (PLAYBOUR)    

P.19   ALMIGHTY  VALVE  COMPANY  

  …  and  their  concurrent  

 

P.21   PRECARITY,  HUMAN  CAPITAL  AND  THE  MEANS  OF  DISTRIBUTION    

P.24   METHODOLOGY    

P.26   INTERVIEWS  

Benjamin  Anderson  (Soup  Can)   Kenny.tw  

CaptainCrazy  

Yannick  Zenhäusern  (GoldenZen)    

P.34   DISCUSSION    

P.37   FANDOM  AS  A  MOTIVE    

P.38   COPYRIGHT/COPYWRONG  IN  FREE  CULTURE    

P.40   CONCLUSION    

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FIVE  THOUSAND  KILOMETERS  AWAY  from  Bellevue,  a  young  software  engineer  sits   behind  his  computer.  He  is  working  long  days  on  his  open  source  software  initiative,   Nightfire  Source.  There  is  no  fancy  furniture  in  the  office  of  2GoldenBullet$    (pseudonym  of   twenty-­‐‑year-­‐‑old  Dylan  Hughes)  in  Valrico,  Florida.  He  speaks  to  his  colleagues  on  Skype,   but  has  never  met  anyone  of  them  in  real  life.  Physically  far  away  from  his  fellow  software   enthusiasts  and  video  game  development  –  and  digital  distribution  company  Valve,  Hughes’   headquarters  are  nothing  like  the  young  man  imagines  his  nirvana  to  be.  Hughes  is  a  

talented  amateur  developer,  but  he  never  received  payment  for  his  work  and  it  seems   unlikely  he  will  sign  a  contract  any  time  soon.  Hughes  is  voluntarily  working  on  his   portfolio  for  a  future  career  in  a  multi-­‐‑billion  dollar  cultural  industry.  He  lives  with  his   unemployed  parents  in  a  small  rental  house  at  the  east  coast  of  the  United  States.  He  is  a   smart  guy,  but  has  no  money  and  no  education.  Hughes  finds  himself  in  the  tragic  position,   wherein  he  must  work  for  free.  It  is  his  only  chance  for  his  dream  to  come  true.  Hughes  tells   me  that  if  he  does  not  do  so,  he  has  to  work  ‘for  Burger  King’.  

Dylan  Hughes  is  clearly  not  in  a  luxury  position,  in  which  he  can  fall  back  on  family   resources  when  things  crash.  Every  day  he  is  hoping  an  influential  figure  in  Bellevue  will   eventually  notice  that  he  is  successfully  working  on  a  new  version  of  a  cult  game,  first-­‐‑

person  shooter  James  Bond  007:  Nightfire  (2002).  He  is  creating  ‘a  new  gaming  experience’1  

upon  an  existing  infrastructure:  Source,  a  software  framework  that  developers  use  to  create   games  for  video  game  consoles.  Source  allows  third  parties  to  create  games  or  mods  upon  an   existing  software  engine  (the  often-­‐‑complex  central  part  of  a  computer  program).  It  is  

another  opportunity  for  users  to  create  games  for  commercial  release.  Those  game  

development  tools  are  becoming  cheaper,  sometimes  free  and  more  user-­‐‑friendly  than  ever   before.  Digital  distribution  on  the  Internet  seems  to  be  a  fairly  easy  practice  too.  The  software   development  kit  (SDK)  that  Hughes  uses  is  free,  yet  the  game  developer  retains  the  

intellectual  property  rights  of  all  mods  created  using  the  software  development  kit  (SDK).  In   fact  that  means  Hughes  and  his  team  are  working  for  Valve  for  free.  Why  would  they  do  that?   Are  they  being  exploited?  Or  does  the  software  company  disinterestedly  empower  these   young  men  and  offer  them  a  chance  to  publicly  demonstrate  their  skills,  while  they  are   sometimes  literally  at  the  other  side  of  the  country.  

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Nightfire  Source  is  the  high  definition-­‐‑remake  of  the  once  poorly  received  game   James  Bond  007:  Nightfire  (2002).  “How  could  they  do  this  to  James  Bond?  [James  Bond  007:   Nightfire]  is  not  as  bad  as  I  thought  –  it  is  worse.  The  flattest  multiplayer  shooter  I  have  ever   played,  horribly  flat  and  ugly  levels  in  spite  of  the  Quake  III  engine”,  one  critic  advices/asks   his  readers.  Another  journalist  adds:  “Nightfire’s  multiplayer  mode  is  pretty  horrendous.   (…)  The  game  has  only  a  handful  of  fairly  drab  multiplayer  maps,  and  it  does  not  have  many   multiplayer  modes,  either.”  A  third  considers  the  game  “another  extremely  unsatisfying   attempt  at  the  Bond  license.”  Despite  the  criticism,  the  game  proves  to  be  a  cult  classic  over   the  years,  popular  among  thousands  of  gamers.  Nightfire  Source  only  copies  the  successful   multiplayer  mode;  there  is  no  opportunity  to  play  offline  in  single  player  mode  in  the   remake.  It  is  a  first-­‐‑person  shooter,  with  certain  references  to  famous  Bond  movies  

throughout  the  years.  The  most  apparent  level  design  is  Fort  Knox,  which  plays  a  crucial  role   in  the  movie  Goldfinger  (1964).  The  game  distinguishes  three  original  multiplayer  team,  1)   everyone  for  his  own:  death  match  (DM),  team  death  match  (TDM)  and  capture  the  flag   (CTF).  Those  multiplayer  modes  return  in  the  remake  too.  

 

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  Dylan  Hughes  (photo,  left)  is  not  the  only  person   to  work  on  Nightfire  Source.  There  is  a  small  team  of   fellow  fan-­‐‑programmers  (generally  known  as  “modders’)   working  on  several  aspects  of  the  game,  such  as  a  music   composer,  3D  artists  and  map  designers.  Many  of  these   developers  are  gamer  fanatics.  Hughes  is  an  autodidact,  a   self-­‐‑taught  teacher.  He  spent  many  hours  mastering   Valve’s  SDK.  Over  the  last  twenty  years  or  so,  such  

authoring  tools  have  been  increasingly  packaged  with   computer  games,  helping  to  foster  a  vibrant  participatory   culture  of  game  “modding”,  or  modification  (De  Peuter  and  Dyer  2005).  Developers  use   those  tools  to  deploy  a  range  of  techniques,  from  changing  characters’  appearances,  to  

designing  new  scenarios,  levels  or  missions,  up  to  radical  departures  that  amount  to  building   a  whole  new  game  –  a  total  conversion  (Sotamaa  2003).  It  is  exactly  that  what  Hughes  has   done.  Several  years  ago  he  began  to  create  small  modifications  for  the  original  game,  James   Bond  007:  Nightfire,  and  then  he  made  new  scenarios,  levels  or  missions.  Nowadays  he  is   working  on  building  a  whole  new  game.  In  all  those  occasions  the  efforts  are  voluntarily   given.  It  is  free  labour.  While  it  may  seem  as  an  innocent  practice  at  first  sight,  there  are   problematic  aspects  about  free  labour  simultaneously  voluntarily  given  and  unwaged,   enjoyed  and  exploited.    

 

What  is  at  stake  here?  

  LOOK  AROUND  for  a  moment.  Think  of  your  friends,  family  and  relatives.  More  of  

them  suffer  from  the  consequences  of  the  economic  recession  than  you  probably  realize  at   first  glance.  Education  does  not  seem  to  matter.  Whether  they  are  academics  or  college   dropouts,  craftsmen  or  entrepreneurs,  the  contemporary  situation  leaves  no  one  unaffected.   Young  and  old  become  freelancers,  changing  jobs  more  often  than  they  appreciate,  

sometimes  relying  on  nothing  but  hope  or  another  temporary  contract.  The  Internet  plays  a   vital  role  in  the  disappearance  of  employment.  Think  of  journalists,  or  certain  administrative   jobs  for  instance.  The  example  below  from  Chris  Andersons  popular-­‐‑science  book  Free   illustrates  how  the  Internet  does  fold,  spindle  and  mutilate  the  physical  world:  

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Since  [Craigslist]  was  founded,  its  no-­‐‑charge  listings  have  been  blamed  for  taking  at   least  thirty  billion  dollars  out  of  America’s  newspaper  companies’  stock  market   valuation.  Meanwhile,  Craigslist  itself  generates  just  enough  profit  to  pay  the  server   costs  and  the  salaries  of  a  few  dozen  staff  (2009:  95).  

 

The  Internet  is  changing  the  world.  I  do  only  speak  for  myself  as  a  starting  journalist   if  I  remark  the  company  I  am  working  for  is  rapidly  changing.  It  happens  so  fast  the  

company  board  has  lost  grip  on  the  situation  and  the  decreasing  value  of  our  financial  share   on  the  stock  market.  No  longer  do  ‘we’  receive  massive  amounts  of  money  for  

advertisement.  No  longer  do  young  families  subscribe  on  a  newspaper  for  three  hundred   euros  a  year.  To  sell  their  car  they  use  the  Internet,  like  for  their  news  consumption.  It  is  free.   Jobs  disappear  in  the  physical  world  and  labour  is  done  in  more  efficient  ways  with  lesser   people.  The  race  to  the  cheapest,  most  efficient  models  has  a  real  human  toll.  It  has  since  the   beginning  of  capitalism.  In  the  so-­‐‑called  knowledge  economy  a  job  is  a  privilege.  

Free  labour  affects  us  all.  The  contemporary  society  is  going  through  an  evolution,   wherein  an  employer  has  to  make  more  crucial  choices  in  his  career  than  ever  before.  The  job   market  is  unstable  and  a  fixed-­‐‑term  employment  contract  is  the  rule  rather  than  the  

exception.  An  employer  has  to  constantly  invest  in  himself  to  stay  interesting  for  possible   future  careers.  However  unlike  a  company  investment,  the  so-­‐‑called  human  capital  is  vague.   One  can  never  measure  its  success.  Free  labour  is  all  around  us.  Some  companies  ‘sell’  it  as  a   valuable  opportunity  to  gain  experience,  certain  companies  on  the  Internet  (such  as  

Facebook,  Google  and  –  as  I  shall  argue  –  Valve)  do  not  advertise  the  activities  to  perform  as   labour  at  all.  They  are  very  successful  too.  Especially  their  users  see  free  and  exploited  labour   as  a  fun  practice.  I  am  critical  of  exploited  free  labour,  both  in  the  physical  world  and  on  the   Internet.    

The  reason  that  I  chose  to  focus  on  Nightfire  Source  is  that  I  cooperate  in  the  project   myself,  as  a  multiplayer  level  designer.  A  few  years  I  -­‐‑  by  coincidence  -­‐‑  got  my  hands  on  the   original  map  compiler  that  Gearbox  Software,  the  developer  of  James  Bond  007:  Nightfire   (pc),  did  not  officially  release  to  the  public.  From  that  point  map  designers,  including  myself,  

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could  alter  existing  level  designs  and  build  up  new  projects  from  the  ground.  Nowadays  the   developer  team  uses  the  compiler  files  to  modernize  the  existing  level  designs.    

 Throughout  my  master  thesis  I  do  focus  a  lot  on  (exploited)  free  labour  as  a  

theoretical  concept.  From  an  academic  angle  I  shall  expand  the  meaning  of  free  labour  and   argue  it  is  free  in  multiple  ways.  I  shall  investigate  whether  those  who  perform  free  labour   get  the  freedom  to  do  whatever  they  like,  whenever  they  want  to.  The  popular  adagium   seems  to  be  anything  goes,  nothing  matters.  It  is  true  that  these  game  developers  do  not  receive   a  fair  financial  compensation  for  their  efforts,  but  neither  are  they  under  supervision  of  a   manager.  There  is  literally  no  one  to  confront  them  with  certain  tasks  and  obligatory  targets   for  the  day  or  week.  Often  you  find  those  young  men  (and  few  women)  in  a  privileged   position,  such  as  a  steady  income,  or  parents  to  rely  on.  But  above  all  these  enthusiasts   genuinely  enjoy  their  cultural  expression,  something  Tiziana  Terranova  refers  to  in  her   influential,  often  praised  paper  as  a  “desire  for  affective  and  cultural  production”  (2000:   pagina).  

 

Research  question  

  In  this  thesis  I  want  to  formulate  an  adequate  answer  to  the  question  what  thrives  

these  often  talented,  young  men  to  work  for  free  on  a  project  that  is  possibly  exploited?   They  do  not  get  a  financial  compensation  for  their  hobby  that,  I  shall  argue,  is  labour  at  the   same  time.  Who  are  they?  What  kind  of  reward  compensates  the  financial  aspect?  I  will   argue  that  they  symbolize  the  end  of  the  employee,  an  era  wherein  a  wage  earner  has   become  an  enterprise  that  requires  constant  investments.  Interviews  with  several   stakeholders  in  the  Nightfire  Source  project  help  me  to  come  to  an  answer.  I  have  been   talking  to  a  3D  modeler,  a  music  composer  and  one  of  the  two  ‘leaders’  or  the  project.  Their   answers  are  different  from  each  other,  but  there  is  consensus  about  several  aspects:  they  do   not  feel  exploited,  their  work  does  not  feel  like  labour  and  eventually  they  will  individually   profiteer  from  their  own  investment,  some  for  school,  others  on  the  competitive  job  market.    

 

I  begin  by  focusing  on  different  types  of  labour  and  describe  the  transformation  of   production  throughout  the  years.  I  will  jump  from  immaterial  labour  to  free  labour,  that  is   only  a  small  step,  as  I  shall  explain  later.  Hereafter  I  put  focus  on  (exploited)  playbour,  

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seemingly  innocent  labour  that  feels  like  play  and  therefore  not  like  work  at  all.  Then  comes   Lessig  that  put  rather  focus  on  creativity,  instead  of  exploitation.  He  argues  creative  labour   unalienates  the  people  involved.  From  this  point  I  shall  introduce  to  the  reader  four  young   men  that  gave  me  the  chance  to  interview  them  about  their  role  in  the  unfinished  project.  In   a  methodology  paragraph  I  shall  explain  my  interview  preparations  in  more  detail.  After   these  interviews  I  reflect  on  our  conversations  in  the  discussion,  where  I  relate  those  young   men’s  answers  to  phenomena  such  as  venture  labour  (Gina  Neff)  and  human  capital  (Michel   Feher).  Ultimately  I  take  a  few  steps  back,  reflect  on  my  efforts  and  end  with  a  conclusion.    

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Marx’  industrial  mode  of  production  

  It  takes  a  few  steps  before  I  can  discuss  free  labour/playbour  in  contemporary  society.  

Therefore  I  shall  start  by  explaining  the  broader  concept  of  labour  and  value,  starting  with   German  philosopher  Karl  Marx  (1818-­‐‑1883).    The  creation  of  value  is  a  fairly  complex   process.  Because  what  is  labour?  How  does  it  create  value?  Marx  describes  economic  value   in  relation  to  labour.  He  argues  that  economic  value  stands  in  direct  relation  to  labour   power;  the  latter  creates  a  financial  worth  to  a  certain  asset.  Labour  is  the  exchange  of  time   for  money.  

  Production  is  important  to  Marx:  he  thought  that  the  mode  of  production  determines  

and  encompasses  all  other  dimensions  of  a  society.  Marx  distinguishes  between  authentic   use  value  (the  usefulness  of  an  object  that  satisfies  human  needs)  and  exchange  value  (the   ratio  in  which  a  commodity  produced  by  labour  power  can  exchange  with  another).  Marx   wrote  his  influential,  complicated  yet  relevant  critiques  on  capitalism  during  and  after  the   Industrial  Revolution,  which  began  in  England  in  the  eighteenth  century.  The  Industrial   Revolution  refers  to  the  application  of  power-­‐‑driven  machinery  to  manufacturing.  It  marks   the  moment  in  time  when  large  numbers  of  people  began  to  leave  the  farms  and  agricultural   work  to  become  wage  earners  in  factories  located  in  the  rapidly  growing  cities.  At  the  same   time  a  relatively  small  group  of  rich  investors  became  enormously  rich  from  the  mechanized   production.  They  are  the  owners  of  factories,  wherein  employees  work  long  hours  for  low   wages.  Marx  sees  this  as  a  growing  (financial)  gap  between  upper  –  and  lower  class.    

Marx  criticizes  the  inherent  inequality  in  capitalism.  Marx  sees  the  social  labour-­‐‑ process  as  a  process  of  nature.  The  metabolism  between  man  and  nature  is  the  framework   for  his  view  of  labour.  The  human  is  social,  wherein  labour  plays  a  crucial  role.  Productive   labour  is  the  necessary  material  condition  for,  or  moment  within,  the  existence  and  

development  of  human  history  and  culture.  In  capitalism  however  labour  is  not  as  important   as  profit.  Thus  labour  is  no  longer  an  aspect  of  human,  but  the  most  important  reason  for  his   existence,  Marx  argues.  The  working  class  alienates  from  itself,  labour  and  other  people,  who   are  nothing  more  than  productive  forces.  Labour  is  becoming  abstract  in  several  ways…    

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…  (1)  the  product  of  labour  does  not  belong  to  the  worker  and  (2)  the  productive   process  is  controlled  by  someone  other  than  the  workers  (Knapp  and  Spector  2011:   87).    

 

Key  arrangement  of  capitalism  is  the  sale  of  labour.  Buying  and  selling  labour   becomes  the  center  of  social  structure,  one  that  characterizes  no  other  social  system.  The   capitalist  buys  labour  and  profiteers  from  its  surplus  value  (originally  Mehrwert),  the   additional  value  produced  by  labour  in  the  process  of  production.  Surplus  value  is  due  to  

the  fact  that  the  capitalist  makes  the  labourer  work  for  him  a  part  of  the  day  without  paying  

him  for  it.  In  the  first  part  -­‐‑  the  'ʹnecessary  working  time'ʹ  -­‐‑  the  wage  earner  produces  the   means  necessary  for  his  own  support,  of  the  value  of  those  means;  and  for  this  part  of  his   labour  he  receives  an  equivalent  in  wages.  During  the  second  part  -­‐‑  the  'ʹsurplus  working   time'ʹ  -­‐‑  he  is  exploited;  he  produces  'ʹsurplus  value'ʹ  without  receiving  any  equivalent  for  it   (Böhm-­‐‑Bawerk  2007:  16).  

 

More  than  a  century  after  his  death,  Marx  is  still  alive  to  many  inside  and  outside  the   academic  world.  Economic  issues  such  as  class,  exploitation  and  economic  crisis  form  the   heart  of  contemporary  society.  The  recent  recession  results  in  a  renewed  interest  in  the  Marx   critique  of  the  political  economy.  Marx  is  relevant  to  the  postindustrial  capitalism,  represents   a  transformation  of  modes  of  production.  It  also  ‘entails’  the  practice  of  outsourcing  our   production  to  low-­‐‑wage  countries.  The  rich  west  has  become  a  service  economy  over  the   years.    

 

Fordism/Taylorism  to  the  postindustrial  society  

Over  the  years,  as  society  and  labour  are  changing,  labour  is  becoming  something   measurable.  It  is  the  era  of  the  clock  card  machine:  the  hours  worked  by  an  employee  of  a   company  are  becoming  perfectly  registered.    

Postindustrial  capitalism  (1960/1970s)  contains  a  ‘growing  predominance  of  the   tertiary  (services)  sector  over  the  primary  (agriculture  and  mining)  and  secondary   (manufacturing)  sectors’.  In  post-­‐‑industrial  capitalism  the  “mode  of  production”,  

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productive  sphere.  There  is  an  increasing  emphasis  upon  the  role  of  knowledge-­‐‑based  and   educational  sectors  (Bell  1974).  Bell  asserts  that  ‘the  concept  of  the  post-­‐‑industrial  society   deals  primarily  with  changes  in  the  social  structure,  the  way  in  which  the  economy  is  being   transformed  and  the  occupational  system  reworked,  and  with  the  new  relations  between   theory  and  empiricism,  particularly  science  and  technology.’  (Bell  1974:  13).  The  emergence   of  the  postindustrial  society  contains  the  migration  from  factory  work  from  developed   countries  in  the  west  to  Third  World  countries  that  offer  low  wage  jobs.  In  the  service   economy  the  role  of  the  factory  is  marginal:  we  are  dependent  on  the  provision  of  services,   rather  than  the  production  of  physical  goods.  The  service  economy  produces  a  need  for   salaried  managers,  professionals,  office  workers,  and  retail  clerks:  ‘white  collar’  office   workers.    

  Bell  and  Touraine  stress  the  importance  of  consumer  culture  within  the  postindustrial  

context.  Yet  the  second  author  put  emphasis  on  a  desire  for  “creative  participation  in  a   system  of  meanings  directly  attached  to  professional  and  social  experience.”  Alain  Touraine   refers  to  post-­‐‑industrial  society  as  ‘information  society’.  Production  of  wealth  depends   primarily  upon  circulating,  utilizing,  and  controlling  information  and  its  meaning,  rather   than  manufacturing  goods  in  factories.  According  to  the  author,  culture  is  “what  is  produced   and  manipulated  for  the  sake  of  capital  accumulation  in  post-­‐‑industrial  society.”  Industrial   society  “had  transformed  the  means  of  production;  post-­‐‑industrial  society  changes  the  ends   of  production  that  is  culture”  (Touraine  1988:  104).  

  Fordism  is  a  shift  from  the  nineteenth  century  model  of  paying  employees  as  little  as  

possible  to  the  twentieth  century  model  of  paying  them  relatively  much.  The  term  Fordism  is   derived  from  American  folk  hero  Henry  Ford’s  approach  to  the  mass  production  for  mass   consumption  of  automobiles  early  in  the  twentieth  century.  Fordism  focuses  on  the  mass   production  of  standardized  goods,  which  are,  in  turn,  assembled  in  large  stocks.    

Ford’s  assembly  line  is  the  transformation  from  craft  production  to  mass  production.   With  highly  mechanized  production,  moving  line  assembly,  high  wags,  and  low  prices  on   products,  Fordism  was  born.  High  innovation,  high  process  variability,  and  high  labour   responsibility  would  typify  a  post-­‐‑Fordism  model.  Post-­‐‑Fordism  means  a  shift  in  the  

definition  of  labour  from  manufacturing  to  service  economies,  which  effectively  entail  a  shift   from  the  factory  to  the  corporate  office  or  the  home.  Rather  than  mechanical  machines,  

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information  technologies  became  the  pervasive  tools  for  flexible,  specialized  modes  of   production  and  consumption.  Post-­‐‑Fordism  gave  rise  to  white  collar’  office  workers  (a   reference  to  detachable,  starched  white  collars  for  shirts).  Yet,  there  came  a  critique  from  a   neo-­‐‑Marxist  movement.  

 

Production  of  service  and  immaterial  labour  

We  have  come  to  an  era  of  immaterial  labour  (Lazzarato  1996).  The  term  immaterial   may  be  misleading,  in  the  sense  that  it  requires  material  infrastructures  to  be  sustainable.  A   neo-­‐‑Marxist  movement  began  to  formulate  a  critique  of  post-­‐‑Fordist-­‐‑capitalist,  reviving  the   Marx’  concept  of  labour  power.  They  extent  and  radicalize  the  meaning  of  the  theory.   Labour  power  was  about  any  human  faculty,  in  any  sphere  of  life,  which  could  be   “valorized”  to  produce  monetary  value:  cognition,  language,  feelings  and  emotions,   creativity  and  inventiveness.  Every  capacity  and  attribute  that  constitutes  a  human  life  can   potentially  become  the  source  of  economic  value.  Immaterial  labour  serves  as  an  ongoing   expansion  of  capital  into  media,  culture,  entertainment,  and  the  "ʺproduction  of  affects."ʺ  

Immaterial  labour  is  the  labour  that  produces  the  informational  and  cultural  content   of  the  commodity.  “The  concept  of  immaterial  labour  refers  to  two  different  aspects  of   labour.  On  the  one  hand,  as  regards  the  ‘informational  content’  of  the  commodity,  it  refers   directly  to  the  changes  taking  place  in  workers’  labour  processes  in  big  companies  in  the   industrial  and  tertiary  sectors,  where  the  skills  involved  in  direct  labour  are  increasingly   skills  involving  cybernetics  and  computer  control  (…).  On  the  other  hand,  as  regards  the   activity  that  produces  the  cultural  content  of  the  commodity,  immaterial  labour  involves  a   series  of  activities  that  are  not  normally  recognized  as  ‘work’  –  in  other  words,  the  kinds  of   activities  involved  in  defining  and  fixing  cultural  and  artistic  standards,  fashions,  tastes,   consumer  norms,  and,  more  strategically,  public  opinion.”  (Lazzarato  1996).  

Immaterial  labour  is  a  cognitive  practice.  It  does  not  rely  on  machinery,  but  on  the   ability  to  process  information  by  human  brain.  Therefore  we  call  it  cognitive  labour,  a  type  of   labour  that  produces  knowledge,  cooperation  and  communication.  It  is  the  dominant  form  of   labour.  Production  in  cognitive  capitalism  breaks  down  the  distinction  between  production   and  consumption  as  separate  spheres  (323).  Cognitive  capitalism  is  the  terminal  

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technology.  Many  phenomena  formerly  not  classed  as  work  belong  to  immaterial  labour,   including  the  creation  of  such  ‘products’  as  fashion,  artistic  standards,  consumption  norms,   and  involvement  in  advertising  and  creative  industries  (Lazzarato  1996).    

 

Computer  technology  facilitates  post  Fordism  online  

  As  western  countries  outsource  the  production  of  their  physical  goods  to  low-­‐‑wage  

countries,  society  changes  to  a  new  state.  No  longer  does  the  economy  rely  on  agriculture,   mining  or  manufacturing  goods.  Employers  leave  the  factories  and  factories  leave  the   countries.  Education  alters  to  suit  the  needs  of  the  service  society:  people  offer  their   knowledge  and  time  to  improve  productivity,  performance,  potential  and  sustainability   (affective  labour).  The  computer  facilitates  this  kind  of  immaterial  labour  in  a  postindustrial   society,  as  influential  Italian  thinkers  put  it.  The  computer  in  the  household  encourages  so-­‐‑ called  crunch  time,  where  labour  continues  after  five  o’clock  but  overtime  is  not  or  poorly   financially  compensated.  Instead  it  is  inherently  part  of  the  contemporary  society.    

 

Free  labour  

  The  postindustrial  society  and  the  computer  are  inextricably  connected.    In  a  rapidly  

changing  world  the  computer  enters  different  domains,  from  the  work  place,  to  the  

university  and  to  ultimately  private  space,  the  living  room.  Capitalism  soon  found  a  way  to   exploit  a  new  opportunity.  The  computer  removes  the  wall  base  from  the  factory.  Work   never  stops  in  the  24/7-­‐‑society,  wherein  employers  always  have  access  to  means  of   communication  that  force  them  to  be  available  at  all  time  for  their  work.  Computer  

technology  at  the  same  time  allows  continuing  work  in  the  living  room.  Where  a  work  day   since  then  took  from  nine  o’clock  in  the  morning  until  five  in  the  afternoon,  nowadays   people  have  the  opportunity  to  work  for  either  a  boss  or  to  be  an  ‘entrepreneur’,  usually   starting  with  free  labour.    

Free  labour,  like  duct  tape,  has  a  dark  side  and  a  light  side  (Stanfill  and  Condis  2012).   Consumers  are  willingly  conceded  in  exchange  for  the  pleasures  of  communication  and   exchange,  argues  Terranova.  Consumption  of  culture  is  translated  into  excess  productive   activities  that  are  pleasurably  embraced  and  at  the  same  time  often  shamelessly  exploited   (2013:  37).      

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Free  labour  flourishes  in  the  postindustrial  economy  as  a  ‘pervasive  feature’   (Terranova  2013:  52).  Free  labour  is  a  common  practice  within  the  digital  economy  as  a   performance  and  intersects  with  the  postmodern  culture  economy  and  the  information   industry.  Terranova  put  forward  two  propositions  in  her  research  project  about  the  future  of   the  Internet  that  she  wrote  in  the  late  1990s.  The  first  argued  that  the  future  of  the  Internet   was  going  to  be  driven  by  “the  centrality  of  users’  active  participation.”  The  second   proposition  argued  that  such  process  could  be  productively  explained  by  “means  of  the   autonomist  Marxists’  thesis  of  the  social  factory  and  concurrent  notions  of  immaterial  labour   and  the  social  factory”  (2013:  35).  

Dylan  Hughes  and  his  team  do  perform  free  labour.  It  is  beyond  reasonable  doubt   that  they  shall  not  receive  a  financial  compensation  for  their  work  on  Nightfire  Source,  no   matter  how  successful  the  game  turns  out  to  be.  They  perform  free  labour,  simultaneously   voluntarily  given  and  unwaged,  enjoyed  and  exploited  (Terranova  2013:  34).  

Tiziana  Terranova  describes  free  labour  as  the  moment  where  the  knowledgeable   consumption  of  digital  culture  is  translated  into  productive  activities  that  are  pleasurable  –   and  voluntarily  –  embraced  yet  also  shamelessly  exploited.  Terranova  draws  upon  Maurizio   Lazzarato’s  concept  of  immaterial  labour,  which  he  defines  as  the  labour  that  produces  the   informational  and  cultural  content  of  a  commodity  (Lazzarato  1996).  The  production  of   computer  games  is  an  ideal  example  too  of  ‘immaterial  labour’;  within  the  informational   economy.  It  stresses  that  the  game  industry  is  inherently  dependent  on  the  ‘free  labour’  of   game  hobbyists  (Peuter  and  Dyer-­‐‑Witheford  2005).    

Terranova  (2013:  37)  argues  ‘mankind’  has  a  desire  for  affective  and  cultural   production.  She  conceives  the  Internet  as  “an  increasingly  blurred  territory  between   production  and  consumption,  work  and  cultural  expression”  (2000:  35).  The  Internet   functions  as  a  channel  through  which  human  intelligence  renews  its  capacity  to  produce.   According  to  the  author  free  labour  goes  beyond  the  digital  economy  of  the  Internet.  It  is   rather  a  fundamental  moment  in  the  creation  of  value  in  the  economy  at  large.  Only  some   labour  is  hyper  compensated  by  the  capricious  logic  of  venture  capitalism  (2000:  48).  

According  to  the  author  the  sustainability  of  the  Internet  as  a  medium  depends  on   massive  amounts  of  labour.  The  users  keep  [the  Internet]  alive  through  their  labour,  the   cumulative  hours  of  accessing  the  site,  writing  messages,  participating  in  conversations,  and  

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sometimes  making  the  jump  to  collabourators  (Terranova  2000:  48).  The  commodity  is  only   as  good  as  the  labour  that  goes  into  it.  The  expansion  of  the  internet  has  given  ideological   and  material  support  to  contemporary  trends  toward  increased  flexibility  of  the  workforce,   contours  deskilling,  freelance  work,  and  the  diffusion  of  practices  such  as  ‘supplementing’.   The  digital  economy  is  about  specific  forms  of  production  (Web  design,  multimedia  

production,  digital  services,  and  so  on),  but  is  also  about  forms  of  labour  we  do  not  

immediately  recognize  as  such:  chat,  real-­‐‑life  stories,  mailing  lists,  amateur  newsletters,  and   so  on  (Terranova  2000:  38).  

  Simultaneity  of  pleasure  and  exploitation  seems  to  be  a  key  aspect  in  (unpaid)  fan  

value  creation.  The  video  game  industry  is  a  master  in  blurring  the  distinction  between  work   and  play.  Dylan  Hughes  shows  in  a  development  roster  the  ten  sorts  of  ‘occupations’  aboard,   including  testers  (otherwise  known  as  QA,  for  quality  assurance),  a  job  that  hardly  feels  like   work  at  all.  Alpha  and  beta  testers  are  influential  in  shaping  the  final  product  (Stanfill  and   Condis  2014).    

 

PLAYFUL  LABOUR  (PLAYBOUR)  

Playbour  is  very  similar  to  free  labour  only  playbour  focuses  more  -­‐‑  than  Terranova  -­‐‑  on  the   playful  aspect  in  the  labour.  Game  design  is  to  (amateur)  developers  as  much  fun  as  playing  a  game.   It  would  be  wrong  to  overestimate  the  potential  of  them  developers.  They  unthinkingly  accept  the   dominant  view  of  their  labour  being  just  ‘fun’  (Kücklich  2005).  Why  would  a  game  developer  give   them  the  opportunity  to  create  a  game  their  selves?  How  is  the  company  planning  to  ever  sell  a   game  again  if  it  does  that?    

While  playbour  and  free  labour  are  alike,  the  difference  that  deserves  special  attention  is  how   the  concept  playbour  the  relationship  changes  between  play  and  labour:  whereas  labour  is  

permanent  and  play  irregular,  playbour  does  not  take  place  at  specific  times  either  during  "ʺfree  time"ʺ   or  "ʺwork  time"ʺ;  rather  it  can  take  place  any  time  during  wage  labour  time,  at  home  or  on  the  move   (via  mobile  devices)  (Fuchs  2013:  269-­‐‑70).    

Nightfire  Source  is  a  form  of  free  labour,  but  playbour  suits  the  project  probably  better.  The   term  playbour  is  used  to  describe  forms  of  labour  carried  out  in  or  around  computer  games.  In   playbour,  joy  and  play  becomes  toil  and  work,  and  toil  and  work  appear  to  be  joy  and  play  (Fuchs   2014:  60).  Playbour  is  not  work  but  it  is  also  not  not  work.  It  is  a  productive  activity,  although  its  

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products  are  immaterial  (Kücklich  2005).  What  makes  the  concept  so  interesting  is  that  it  does  not   seem  to  fit  neatly  into  Marx’s  classic  analysis  of  how  surplus  value  is  generated  from  socially   necessary,  waged  labour.    

 

On  the  other  hand  (…)  Marx  predicted  the  increasing  dependence  of  capitalism  on  the   “general  intellect”  or  “social  brain”  –  the  vast  network  of  cooperative  knowledge  that  is  the  source   and  agent  of  the  cognitive  mode  of  production  (Ross  2013:  26).  

  While  I  believe  in  the  criticism  above,  I  think  it  is  important  to  shed  light  on  a  citation  from  

game  designer  Will  Wright,  who  encourages  studios  to  release  a  SDK  together  with  their  games:    

I  did  not  want  to  make  the  players  feel  like  Luke  Skywalker  or  Frodo  Baggins.  I  wanted  them   to  be  like  George  Lucas  or  J.R.R.  Tolkien.  

 

Valve  exploits  playbour  ever  since  it  bought  Counter  Strike,  which  once  began  as  a   modification  of  Half  Life.  Nowadays  the  company  is  better  in  exploitation  than  ever  before,  

since  the  end  user  license  agreements  (EULA)2  forces  all  the  users  of  their  software  

developer’s  kit  to  hand  over  all  their  property  rights.  The  EULA  prohibit  commercial  

distribution  of  modifications.  According  to  game  scholar  Julian  Kücklich  this  is  problematic.   He  believes  the  [game]  industry  ultimately  must  grant  more  extensive  rights  to  software  

engineers  and  modders,  because  it  will  become  “harder  for  the  industry  to  uphold  the  claim  

that  modding  is  merely  a  marginal  activity  that  has  no  economic  implications”  (Kücklich  

2005).  The  author  argues  much  of  the  innovation  in  the  world  of  digital  games  comes  from  

playbour  and  that  is  something  the  industry  wants  to  avoid.  According  to  the  scholar  the   industry  does  not  want  to  be  caught  in  a  vicious  circle  of  ever  more  derivative  products.    

I  doubt  the  assumption  above  is  true.  I  rather  agree  to  the  point  that  the  game   industry  “benefits  from  a  perception  that  everything  to  do  with  digital  games  is  a  form  of   play,  and  therefore  a  voluntary,  non-­‐‑profit-­‐‑oriented  activity”  (Kücklich  2005).  Modding  is   still  primarily  seen  as  a  leisure  activity  that  fanatics  engage  in  for  fun  rather  than  profit.  

Addressing  modding  (“computer  game  modification”)  as  an  extension  of  play  helps  to  

justify  the  contemporary  economic  structure  in  which  companies  can  decrease  their  risks  by  

                                                                                                               

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transforming  parts  of  the  development  tasks  to  the  hobbyists  (Sotamaa  2005:  8).  Leisure  is   thus  successfully  being  commodified  by  the  games  industry.    

   

Media  companies  do  invite  consumers  to  participate  in  ‘co-­‐‑production’  of  a  topical   fictional  ‘world’  or  ‘universe’.  Consumers  receive  opportunities  for  creativity  and  self-­‐‑ expression,  unavailable  before,  but  on  the  other  hand,  we  witness  total  commodification  of   their  creativity,  moreover,  it  is  implied  by  the  new  business  model  and  encouraged  by  it   (Sokolova  2012:  1581).  

In  the  case  of  the  software  project  that  I  am  discussing,  the  labour  game  never  finishes   either.  Dylan  Hughes  prepares  to  outsource  his  labour  to  a  future  generation  of  developers   by  releasing  the  source  code,  the  crown  jewels,  of  the  game,  on  the  Internet.  It  is  available  at   no  cost.  What  has  become  a  distinctive  technological  as  well  as  economic  feature  of  the   growing  next-­‐‑gen  video  game  library  is  that  before,  or  just  after  buying  a  new  game  there  is   always  the  promise  of  additional  digitally  distributed  material  that  ties  directly  into  and  thus   extends  the  core  artifact  (Nieborg  2011).  Hughes  is  planning  to  do  the  same,  only  he  

outsources  the  labour  to  future  aspiring  artists.    The  open  source  nature  of  the  game  helps   the  (future)  developers  team  behind  Nightfire  Source  to  better  the  game  at  all  time.  Because   the  source  code  shall  be  publicly  available,  they  can  be  effective  hackers  and  make  a  valuable   contribution  to  the  project.  

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Project  initiator  2GoldenBullet$  will  put  the  source  out  in  the  open  

 

ALMIGHTY  VALVE  CORPORATION  

Even  though  they  spent  literally  hundreds  of  hours  on  their  project,  the  developers  of   Nightfire  Source  do  not  own  their  product.  The  game  remains  the  property  of  the  game’s   distributor.  The  developers  do  not  receive  royalties  (Kucklich  2005).  There  is  only  one  party   to  profiteer  from  the  huge  time  investments  developers  make,  being  Valve.  In  the  first  place   the  developer  and  publisher  do  not  have  to  create  a  new  gaming  experience  and  establish  its   quality.  The  game  developers  of  Nightfire  Source  are  responsible  for  their  own  success.   Second,  mods  play  an  important  role  in  extending  the  sales  of  the  original  game  or  

developing  a  devoted  fan  base  (Postigo  2003:  596).  Mods  do  also  increase  the  loyalty  of  the   customer.  To  modify  an  existing  game  or  creating  a  new  gaming  experience  closes  the  loop   between  corporation  and  customer,  “by  reinscribing  the  customer  into  the  production   process”  (Kline  et  al.  2003:  57).  

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Before  an  amateur  game  developer  can  start  to  work  on  his  own  project  using  the   software  developer  kit  of  Valve,  they  sign  a  contract  with  the  company  being  the  end  user   license  agreements  or  EULA.  It  states:  

 

You  grant  to  Valve  and  to  all  users  of  the  Developer  Site  a  worldwide,  nonexclusive,   perpetual,  irrevocable,  royalty  free,  fully  paid  up  license,  in  connection  with  the   Source  engine  and  Source  SDK  (and  games,  mods  and  other  products  based  thereon),   to:  

 

1. make,  use,  copy,  modify,  create  derivative  works  of  such  Posted  Material,  

2. publicly  perform  or  display,  import,  broadcast,  transmit,  distribute,  license,  offer   to  sell,  and  sell,  rent,  lease  or  lend  copies  of  the  Posted  Material  (and  derivative   works  thereof),  and  

3. sublicense  to  third  parties  the  foregoing  rights,  including  the  right  to  sublicense   to  further  third  parties.  Your  license  to  other  users  is  further  subject  to  the  terms   of  the  users'ʹ  valid  license(s)  to  the  Source  engine  and/or  Source  SDK  (and  games,   mods  and  other  products  based  thereon).  

 

For  a  large  and  important  part,  Valve  depends  on  their  intellectual  property.  It  does   not  produce  consumable  goods,  but  –  obviously  –  immaterial  licenses  to  software.  The   software  developer’s  kit  is  one  expression  of  that  form  of  exploitation.  The  software  tool   relies  on  two  immensely  popular  games,  Half  Life  (1998)  and  Half  Life  2  (2004).  Its  codebase   was  spread  into  two  different  modules.  Valve  put  the  game  engine  under  a  proprietary   license  and  kept  its  source  code  secret,  whereas  it  made  the  remaining  application  source   code  available  to  users  under  a  broad  license  to  allow  users  to  modify  and  share  the  code.  

Dylan  Hughes  and  his  team  are  working  with  Half  Life’s  successor,  Half  Life  2.   Nightfire  Source  is  build  upon  the  Source  engine.  Those  modifications  are  an  important  part   of  a  digital  game’s  experience.  Especially  in  the  case  of  Half  Life,  many  gamers  enjoy  to   change  the  game  on  several  levels.  Nightfire  Source  is  a  huge  modification,  but  large  and   medium-­‐‑sized  add-­‐‑ons  are  not  the  only  modifications  available  for  download.  In  fact,  most   fan-­‐‑produced  add-­‐‑ons  are  smaller  in  size  and  consist  of  maps  or  levels,  weapons,  and  skins  

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(Postigo  2013).  Those  smaller  add-­‐‑ons  are  mostly  from  lone  fan-­‐‑programmers  who  wish  to   add  new  dimensions  to  games  they  enjoy  playing  with  friends  online.  Postigo  writes  that   these  small  add-­‐‑ons  usually  take  about  twenty  to  forty  hours  to  complete,  in  many  occasions   in  the  course  of  a  month.    

 

VALVE…  AND  THEIR  CONCURRENTS  

To  draw  an  analogy  to  the  music  industry,  the  game  publisher  is  like  the  record  label,   the  developer  like  the  band.  Developers  make  games,  while  publishers  finance,   distribute,  and  market  them  (De  Peuter-­‐‑Dyer  Whiteford  2003).  

 

There  are  relatively  few  publishers  that  dominate  the  gaming  industry.  Publishers   exert  massive  influence  over  what  games  are  made  and  when,  largely  because  of  their   control  of  financing  and  marketing  levers  (2003).  Publishers  often  contract  “third-­‐‑party”   development  studios  to  make  games  for  their  publishing  label.  Only  sometimes  they  put  to   work  their  own  in-­‐‑house  development  studios.  Developers  are  ‘the  David;  the  publisher  is   the  Goliath’,  according  to  De  Peuter  and  Whiteford.  

Luckily  for  capitalism  gamers  are  active  consumers  too,  rather  than  being  a  ‘passive’   audience.  Players  create  their  own  game  content,  thus  becoming  co-­‐‑developers.  Gamers  are   produsers  who  write  and  discuss  about  games,  create  fan  videos  and  art,  and  engage  in   game  development.  Valve  is  the  first  major  publisher  to  have  found  a  way  to  successfully   exploit  those  so-­‐‑called  modding  practices.    

Although  development  tools  are  becoming  easier  to  use,  it  is  not  a  simple  practice   (Tavares  and  Roque  2007).    

 

PRECARITY,  HUMAN  CAPITAL  AND  THE  MEANS  OF  DISTRIBTUTION  

Precarity  describes  experiences  of  risk  and  uncertainty  associated  with  insecure   patterns  of  employment  from  homework  to  illegalized,  seasonal  and  temporary  work,   freelancing  and  self-­‐‑employment  (Pratt  2008:  3).  It  lays  pressure  on  leisure  and  rest,  it   interferes  24/7  into  every  aspect  of  social  and  personal  life.  In  the  grand  narrative  about  the   insecurity  of  employment  the  precariat  (Standing  2011)  is  unable  to  plan  a  future  due  to   labour  insecurity.  Standing  describes  the  precariat  as  a  mew  dangerous  class.  It  has  barely  a  

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chance  on  a  safe  career,  or  secure  occupational  identity.    The  preoccupation  is  security.  It  is   everyone  every  man  for  himself,  and  God  for  us  all  in  the  neoliberal  state,  thus  requiring  human   capital.  

The  dependence  on  human  capital  is  nowhere  more  visible  today  than  in  the  creative   cultural  industries.  They  are  the  iconic  representatives  of  the  ‘brave  new  world  of  work’  that   move  away  from  stable  notions  of  career  to  more  informal,  insecure  and  discontinuous   employment.  Unpaid  internships  are  a  de  facto  requirement  for  entry  into  a  paid  position.   Maintaining  future  employability  often  requires  years  of  unpaid  training,  continual  skills   updating,  and  market  forecasting.  Jared  Bernstein  has  called  this  thinking  “YOYO”   economics,  in  which  “you  are  own  your  own”  (Neff  2012:  159).  

In  the  society  of  control  individuals  move  from  one  closed  space  to  another  in   disciplinary  societies:  factory,  barracks,  hospital,  school,  prison  (Foucault).  Deleuze  argues   nowadays  we  find  ourselves  in  the  society  of  control,  where  education  and  profession  collide   (Deleuze).  ‘Labour  power’  [is]  moving  beyond  the  walls  of  the  factory,  into  every  facet  of   daily  existence.  In  the  post-­‐‑Fordist  era  (…)  exploitation  can  include  any  human  faculty  in   any  sphere  of  life  (Van  Doorn  2014:  3).  Even  the  Dutch  government  confirms  that  we  are,  as   it  is  reforming  the  educational  system  in  the  country.  Society  changes  and  so  do  the  

expectations  that  employers  have  of  their  personnel,  according  to  the  Rijksoverheid3.  

Students  receive  a  two  thousand  euro  voucher  that  they  can  use  to  spend  on  additional   training  in  the  years  after  their  graduation.  

The  worker  is  now  conceived  as  an  enterprise  unit.  The  entrepreneur  of  neoliberal   analyses  is  an  individual  subject  whose  investments  require  comprehensive  measurement  in   order  to  calculate  her  human  capital  –  a  measure  that  is  always  in  direct  competition  with   others  (Van  Doorn  2014:  6).  Investment  metaphors  will  continue  in  different  settings  and   different  markets.  When  a  job  is  thought  of  as  an  investment  –  and  not  as  a  right,  an   obligation,  or  an  earned  position  –  losing  a  job  can  seem  like  ‘easy  come,  easy  go’.      

Free  labour  fulfills  the  top  ideal  of  the  capitalist:  Mehrwert  to  a  maximum.  Whatever  a   volunteer  does  is  hundred  percent  surplus  value,  while  the  salaried  worker  obviously  earns   a  wage.  However  at  the  same  time  the  lot  of  the  salaried  worker  is  losing  everything  (the  

                                                                                                               

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tools  of  production  and  the  product  itself),  while  the  developers  of  Nightfire  Source   recapture/retake  the  means  of  production.  Unfortunately  for  them  the  powerful  capitalist   took  from  them  the  means  of  distribution  (the  conduits  through  which  the  material  flows  to   the  user),  which  is  apparently  more  interesting  in  the  (contemporary)  gaming  industry.   Distribution  can  be  via  physical  means,  electronic  means,  or  in  some  markets  even  face-­‐‑to-­‐‑ face,  though  strictly  speaking  the  last  of  these  is  not  a  publishing  or  media  activity  as  the   material  delivered  is  not  recorded,  captured,  or  reproduced  for  dissemination  (Eisenhart   1996:  100).  Valve  has  an  immensely  successful  platform  where  dozens  of  developers  are   willing  to  distribute  their  carefully  produced  efforts  for  free.  Valve  dictates  its  own  rules  to   those  handcraft  workers  and  they  do  not  bat  an  eye.  To  work  on  a  game  is  a  fun  practice.  It   does  not  feel  like  work  at  all  amateur  developers.    

Feher  describes  the  objective  of  his  influential  paper  ‘Self-­‐‑appreciation;  or,  the  

aspirations  of  human  capital’  as  to  explore  neoliberalism  from  within.  Neoliberalism  and  free   labour  are  inextricably  tied  together,  Feher  argues  (2008:  24).  Human  capital  is  inherently  its   new  dominant  form  of  subjectivity.  It  refers  to  the  set  of  skills  that  an  individual  can  acquire   thanks  to  investments  in  his  or  her  education  or  training,  and  its  primary  purpose  was  to   measure  the  rates  of  return  that  investments  in  education  produce  or,  to  put  it  simply,  the   impact  on  future  incomes  that  can  be  expected  from  schooling  and  other  forms  of  training   (2008:  25).  My  human  capital  is  me,  as  a  set  of  skills  and  capabilities  that  is  modified  by  all   that  affects  me  and  all  that  I  effect.  It  can  thus  not  (emphasis  added)  be  understood  in  a  mere   influx  of  money.  However  the  returns  on  investments  in  human  capital  can  be  measured  in   terms  of  monetary,  real,  and/or  physic  income,  but  its  consequences  are  difficult  to  predict  at   forehand  (2008:  27-­‐‑8).    

 

  Neoliberalism  focuses  on  the  self,  you  are  on  your  own  in  an  economy  that  requires  

investments  in  the  enterprise  you.  Human  capital  treats  people  not  as  consumers,  but  as   producers,  entrepreneurs  and  investors  in  themselves  (Feher  200f8:  30).  The  subjective  is  the   manager  of  his  own  company;  a  portfolio  of  conducts  pertaining  to  all  the  aspects  of  a   human  life.  It  includes  domains  such  as  health,  education  and  culture.  The  human  capital   commodifies  everything  and  gradually  subjects  the  entire  planet  and  all  of  human  existence   to  the  laws  of  the  market.  It  is  a  speculative  ownership,  even  though  the  term  ownership  is  

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slightly  misguided  in  this  context.  Neoliberal  subjects  do  not  exactly  own  their  human   capital.  They  merely  invest  in  it.  They  can  never  sell  it.  

Valve  exploits  the  users  of  their  software  being  used  to  create  new  software.  It  has  not   the  power  of  production,  but  controls  the  means  of  distribution.    

  Methodology  

As  a  game  and  software  enthusiast  myself  I  have  had  the  chance  to  ask  four  co-­‐‑ developers  sixteen  questions  to  reveal  their  motives  to  perform  free  labour.  I  will  first   describe  my  own  role  in  the  process,  to  describe  a  litter  how  the  interviews  came  to  exist.

  James  Bond  007:  Nightfire  (2002)  was  once  built  upon  the  Half  Life  (Source)  engine.  

From  parts  of  the  source  code  that  players  could  see,  you  can  understand  the  developer  has   been  considering  adding  a  map  editor  to  the  game.  The  game  was  eventually  released   unfinished  to  the  public  in  late-­‐‑2002,  with  levels  and  other  –  irrelevant  –  aspects  unfinished.   Through  the  time  I  got  lucky  to  get  to  know  one  of  the  professional  developers,  who  gave  me   the  tools  that  Gearbox  uses  to  compile  a  map  from  one  format  to  another.  Without  those,  the   Nightfire  players  could  have  never  understood  the  software  structure  of  the  game.  Back   then,  not  much  older  than  18  years  old,  I  was  an  enthusiast  level  designer  myself,  for   different  type  of  games.  Suddenly  it  gave  me  the  chance  to  develop  new  maps  for  Nightfire   too.  Those  same  compiler  tools  now  help  the  Nightfire  Source  team  to  understand  the   structure  of  James  Bond  007:  Nightfire  and  to  transform  aspects  from  the  old  game  to  a   modern  version.    

While  I  am  no  longer  as  active  as  I  once  was,  I  do  know  different  team  members   aboard  on  the  Nightfire  Source  project.  I  have  been  talking  to  four  of  them  to  adequately   answer  the  research  question:  what  thrives  often  talented,  young  men  to  work  for  free  on  a   project  exploited  by  a  third  party?  In  a  certain  sense  they  all  gave  me  the  same  sort  of  

answer:  they  cooperate  because  they  enjoy  to,  they  feel  no  exploitation  or  do  not  realize  there   may  be  a  company  to  profiteer  from  their  labour.  We  enjoy  what  we  are  doing,  so  why  bother?  A   noteworthy  observation  to  draw  from  the  interviews  is  that  software  development  is  a  man’s   world.  I  have  not  come  across  one  single  lady,  in  Nightfire  Source  or  GoldenEye  Source.  I   took  the  interviews  on  Skype  chat,  with  the  following  questions:

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1.   (Nick)name,  address,  residence,  marital  status,  age,  education?    

2.   For  how  long  have  you  been  familiar  with  Nightfire  Source  (NF:S)?  

 

3.   How  did  you  get  in  touch  with  this  project?  

 

4.   Why  do  you  cooperate  in  this  project?  

 

5.   How  often  have  you  been  active  as  a  volunteer  in  similar  projects?  

 

6.   What  do  you  do  within  the  team?  Can  you  describe  your  function  profile?  

 

7.   Are  there  certain  aspects  in  your  job  that  you  (rather)  would  not  do?  

 

8.   What  are  the  efforts  you  make  for  your  job?  Think  of  computer  costs  for  example.  

 

9.   How  many  hours  per  week  do  you  spend  on  this  job?  

 

10.   Are  there  things  you  cannot  do  as  a  result  of  the  free  labour?  

 

11.   What  else  do  you  do  expect  NF:S  (study,  a  paid  job,  unemployed  or  different)?  

 

12.   How  many  hours  per  week  do  you  spend  on  these  activities?  

 

13.   What  is  it  that  you  hope  this  job  will  result  in?  

 

14.   Do  you  believe  this  job  enlarges  your  chances  at  the  labour  market?  

 

15.   Do  you  believe  Valve  profiteers  from  (indirectly)  from  Nightfire  Source?  If  relevant:  

how  do  you  feel  about  not  earning  a  wage,  but  being  exploited?      

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INTERVIEWS  

…  Benjamin  Anderson,  bettering  skills…  

17-­‐‑year-­‐‑old  student  Benjamin  Anderson  (nickname  Soup  Can)  is  a  level  designer.  He   works  from  his  parental  house  in  the  state  Florida  (United  States).  His  father  and  mother   have  no  clue  what  their  son  is  doing  in  his  bedroom  all  these  long  nights.  He  was  the  leading   level  design  artist  for  Nightfire  Source.  Indeed,  was.  He  left  the  developer’s  team  after  being   heavily  frustrated  by  the  initiator,  Dylan  Hughes,  who  has  not  done  a  good  job  sharing  his   vision  for  the  game  with  me,  argues  Anderson.  “There  [also]  is  not  enough  developer  talent   or  an  active  enough  player  base  to  keep  it  going,  so  I  decided  to  resign  from  the  mod.  I  hope   the  mod  becomes  something  great,  but  it  is  just  not  likely.”  

In  the  four  to  six  months  he  was  an  active  member  of  the  team,  Anderson  spent   hundred  to  two  hundred  hours  working  as  a  level  designer,  what  basically  means  

“improving  some  of  the  classic  Nightfire  maps.”  Anderson  says  he  enjoys  the  type  of  labour   that  he  does  for  Nightfire  Source  and  before  too  Goldenye  Source  and  sees  it  as  “something   that  I  find  fun  to  do  in  my  spare  time.”  He  describes  to  map  for  a  mod  as  a  rewarding  thing   to  do.    He  distinguishes  between  commercial  games  (like  Team  Fortress  II  or  Call  of  Duty)   and  other  games,  including  mods  (such  as  GoldenEye  Source  and  Nightfire  Source).  The   latter  category  gives  the  player  and  the  content  creator  a  better  sense  of  freedom,  argues   Anderson,  who  claims,  “Interesting  things  result  from  this.”  Alongside  that  the  young   enthusiast  says  that  Valve’s  games  are  “better  for  bettering  your  skills  in  game  content   creation.”  Commercial  games  try  to  make  as  much  money  as  possible,  for  example  by  selling   downloadable  content.  

Someone  that  enjoys  his  voluntary  work  as  much  as  Anderson  may  give  the  

impression  that  he  must  be  dreaming  of  a  career  as  a  level  designer  in  a  major  game  studio,   but  the  young  student  ‘environment  art  and  IT’  does  not.  “I  probably  would  not  want  to.  I   would  still  like  to  improve  my  skills.  I  want  to  make  the  best  maps  I  can,  and  this  includes   good  knowledge  of  what  works  in  certain  types  of  games  and  what  does  not,  and  going   through  a  proper  creative  process  to  build  good  maps  efficiently.”  He  says  he  is  not  using  his   experience  for  a  better  portfolio,  to  impress  a  possible  future  employer.  Anderson  

experiences  no  pressure  from  an  employer,  but  his  efforts  sometimes  feel  like  playbour,  he   admits.  Playful  (playbour)  in  the  sense  that  Anderson  sees  it  as  just  another  hobby,  “[for]  some  

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because  it  sometimes  it  “certainly  feels  like  that.”  “Later  on  in  the  process  you  have  usually   lost  the  initial  energy  and  motivation.  There  are  also  occasional  show-­‐‑stopping  issues  –  it  can   be  fun,  but  also  very  irritating  at  times.”  

Nevertheless,  the  moment  that  it  starts  feeling  as  an  obligation,  Anderson  put  the   game  aside.  “I  think  that  I  make  [maps]  for  fun,  and  I  certainly  do  take  long  breaks  from   mapping  when  I  am  bored.  But  even  though  I  make  them  for  fun,  it  is  also  nice  to  make  sure   I  have  a  pretty,  and  also  playable  result  by  the  time  I  am  finished.”  Anderson  realizes  that   other  developers  receive  a  monetary  reward  for  exact  the  same  work  as  he  does.  Yet,  he   emphasizes  that  he  does  not  bother  and  feels  no  sense  of  exploitation.  “Seeing  a  server  full  of   people  playing  your  map,  seeing  the  hours  of  effort  come  together  and  seeing  how  it  works   is  very  rewarding”,  he  says.    

 

…  Kenny  (Kenny.tw),  for  my  portfolio…  

17-­‐‑year  old  unemployed  Kenny  (Kenny.tw)  is  obviously  still  in  school  at  his  age.  His   dream  to  come  true  after  the  summer  is  to  go  to  college  in  Breda,  to  the  highly  regarded   course  ‘Game  Architecture  and  Design’  in  applied  university.  The  school  accepts  only  the   best  students,  Kenny  says.  They  are  selecting  their  students  for  their  knowledge  and   practical  skills.  Game  developers  know  to  find  their  way  to  Breda.    

Kenny  works  on  Nightfire  Source  “for  his  own  portfolio.”  It  is  not  the  first  project  he   has  been  working  on  though.  “I  was  only  ten  old  when  I  began  to  experiment  with  Hammer   Editor.  In  those  first  year  I  have  made  map  designs  for  Counter  Strike  and  James  Bond:   Nightfire.”  It  is  not  a  difficult  job,  Kenny  claims.  “You  just  begin  and  always  strive  to  a  better   result.”    

Kenny  ‘invests’  ten  to  twenty  hours  per  week  on  his  most  recent  project.  Before  has   been  working  on  a  racing  game  for  fun  and  several  other  games,  such  as  Call  of  Duty:   Modern  Warfare  II.  “But  I  quit  because  I  did  not  find  myself  good  enough  and  made  too   little  progress.”    

Kenny  claims  he  is  building  a  valuable  network  of  fellow  developers  from  other   countries.  “To  work  with  them  is  to  learn  a  lot  for  me.  I  am  defiantly  not  yet  where  I  want  to   be.  I  can  be  better  and  to  learn  from  my  colleagues  is  more  than  I  could  ever  wish  for.  It  may   sound  strange,  but  I  need  no  money  for  the  work  that  I  do.  This  is  part  of  my  education.”  On  

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