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{"id":3106401,"date":"2020-04-02T16:20:00","date_gmt":"2020-04-02T14:20:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/gearbox_software-zoff_im_studio_niedrigere_bonuszahlungen_verfehlte_prognosen_und_problematische_anreize\/3106401"},"modified":"2024-05-11T00:13:52","modified_gmt":"2024-05-10T22:13:52","slug":"gearbox_software-zoff_im_studio_niedrigere_bonuszahlungen_verfehlte_prognosen_und_problematische_anreize","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/gearbox_software-zoff_im_studio_niedrigere_bonuszahlungen_verfehlte_prognosen_und_problematische_anreize\/3106401","title":{"rendered":"Zoff bei Gearbox Software: Niedrigere Bonuszahlungen, verfehlte Verkaufsprognosen und problematische Anreize"},"content":{"rendered":"

Bei Gearbox Software h\u00e4ngt der Haussegen schief – wieder einmal. Trotz des Erfolgs mit Borderlands 3 (acht Mio. Verk\u00e4ufe bis Ende 2019) fallen die Bonuszahlungen an die Mitarbeiter laut einem Hintergrundbericht von Kotaku<\/a> deutlich niedriger als erwartet aus. Sechs Mitarbeiter wandten sich an Jason Schreier und erkl\u00e4rten ihm, dass sie schockiert waren, als der Gesch\u00e4ftsf\u00fchrer des Studios )Randy Pitchford) ihnen mitteilte, dass sie nicht die betr\u00e4chtlichen Tantiemen erhalten w\u00fcrden, die sie erwartet hatten und mit denen sie teilweise gelockt wurden.<\/p>\n

Gearbox Software bezahlt seine Mitarbeiter generell schlechter als andere Studios, daf\u00fcr erhalten die Besch\u00e4ftigten einen erfolgsabh\u00e4ngigen Bonus. Diese Gewinnbeteiligung wird im Verh\u00e4ltnis 60\/40 geteilt, wobei 60 Prozent an die Firma (und ihre Eigent\u00fcmer) zur\u00fcckflie\u00dfen, w\u00e4hrend 40 Prozent in Form von viertelj\u00e4hrlichen Bonuszahlungen an die Mitarbeiter ausgesch\u00fcttet werden. Dieses Tantiemensystem gibt es seit der Gr\u00fcndung des Studios und wenn das Unternehmen gro\u00dfe Erfolge landet, kann es sehr lukrativ sein. Als Borderlands 2 im Jahr 2012 herauskam, verdienten viele Gearbox-Mitarbeiter genug Geld, um sich H\u00e4user zu kaufen – eine Tatsache, die das Studio bei der Einstellung neuer Mitarbeiter oft angepriesen hatte. Da Gearbox Software mit Aliens: Colonial Marines (2013) und Battleborn (2016) zwei gro\u00dfe Flops gelandet hatte, fielen die viertelj\u00e4hrlichen Bonuszahlungen in den letzten Jahren geringer aus.<\/p>\n

Mit der Ver\u00f6ffentlichung von Borderlands 3 und der ersten Bonuszahlung nach Release des Shooter-Looters im September 2019 sollte sich die Situation \u00e4ndern. Mehrere Mitarbeiter von Gearbox sagten gegen\u00fcber Kotaku<\/a>, dass die Unternehmensleitung ihnen sechsstellige Boni versprochen h\u00e4tte. Mit diesem finanziellen Anreiz vor Augen arbeiteten viele Mitarbeiter bis in die Nacht hinein oder auch an Wochenenden, um den Shooter fertigzustellen.<\/p>\n

Bei einem Meeting sagte Randy Pitchford k\u00fcrzlich den Mitarbeitern, dass die Bonuszahlungen f\u00fcr Borderlands 3 niedriger ausfallen w\u00fcrden, als sie gehofft hatten. Drei Personen best\u00e4tigten diese Aussage. Pitchford meinte, dass die Produktion\/Entwicklung des Spiels teurer als erwartet war, das Unternehmen deutlich gr\u00f6\u00dfer geworden sei (zweites Studio in Quebec; mehr Mitarbeiter) und ihre Verkaufsprognosen nicht zutreffend waren. Strauss Zelnick, CEO der 2K-Muttergesellschaft Take-Two Interactive (Publisher von Borderlands 3), meinte im Februar, dass sich das Spiel “sehr gut” verkauft habe, aber sehr teuer war. Die Verk\u00e4ufe waren zudem stark frontbeladen, d.h. viele Exemplare wurden im September verkauft und danach ging das Interesse schnell zur\u00fcck (wir berichteten<\/a>). \u00a0<\/p>\n

Der Wechsel von der Unreal Engine 3 auf die Unreal Engine 4 mitten im Verlauf der Entwicklung hatte demnach sehr viel Zeit und Geld gekostet. Des Weiteren hatten Gearbox Software und Take-Two Interactive einen Vertrag unterzeichnet, dass der Shooter nicht nur das gesamte Budget des Spiels (rund 95 Millionen Dollar), sondern auch das Budget f\u00fcr alle herunterladbaren Inhalte (insgesamt ungef\u00e4hr 140 Millionen Dollar) erst wieder einbringen muss, bevor Gearbox \u00fcberhaupt die Bonuszahlungen von Publisher 2K erh\u00e4lt.<\/p>\n

Dem Bericht zufolge soll Pitchford den Gearbox-Entwicklern gesagt haben, dass sie k\u00fcndigen k\u00f6nnen, wenn sie mit dem Bonussystem nicht zufrieden seien, so die Teilnehmer. Er hoffe jedoch, dass er den Mitarbeitern mehr Geld als Vorschuss von 2K Games auf k\u00fcnftige Bonuszahlungen zukommen lassen k\u00f6nne.<\/p>\n

Im letztj\u00e4hrigen Rechtsstreit mit dem ehemaligen Gearbox-Anwalt Wade Callender kam ans Tageslicht, dass Randy Pitchford im Jahr 2016, als die Entwicklung von Borderlands 3 begann, einen Bonus von 12 Millionen Dollar erhalten hatte. Der Bonus wurde von den 60 Prozent des Unternehmens und nicht von den 40 Prozent, die an die Mitarbeiter gehen sollten, abgezogen. <\/p>\n

Die niedrigeren Bonuszahlungen und der gro\u00dfe Bonus f\u00fcr Pitchford (2016) habe eine Reihe von Gearbox-Mitarbeitern sehr ver\u00e4rgert, von denen einige sagen, dass sie in naher Zukunft eine K\u00fcndigungswelle erwarten. Diejenigen, die aufgrund der gesch\u00fcrten Erwartungen der Unternehmensleitung finanzielle Pl\u00e4ne geschmiedet h\u00e4tten, k\u00f6nnten sich fortan in einer schwierigen Lage befinden. <\/p>\n

Gearbox schickte Kotaku<\/a> eine Stellungnahme und hob hervor, dass alle Mitarbeiter seit Beginn des Bonusprogramms \u00fcber 100 Millionen Dollar an Bonuszahlungen verdient h\u00e4tten. Auf die aktuelle Situation gingen sie aber nicht weiter ein. Sie best\u00e4tigten nur, dass die erste Borderlands-3-Bonuszahlung f\u00e4llig war und die Verdienstprognose f\u00fcr die kommenden Quartale aktualisiert wurde. “Gearbox ist ein privates Unternehmen, das keine zukunftsgerichteten Erkl\u00e4rungen an die \u00d6ffentlichkeit abgibt, aber wir praktizieren Transparenz innerhalb unserer eigenen Familie”, hie\u00df es.<\/p>\n","protected":false},"excerpt":{"rendered":"

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