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Pirates, everywhere pirates!
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I'm not the person you replied to at any point in the thread, and I agree that there is potential for a slippery slope in a similar way it happens with tipping culture.
But my understanding of the original comment was that workers should also get a share of profit after the game is released, with no changes to the salary they received during the production stage which is just covering for labor as it happens everywhere else. Upfront payment and royalties, proportional to profit. (This type of arrangement is unusual but exists, or used to exist, in publishing, for both authors and illustrators).
The idea wasn't to change it one for the other but hypothetically add it, but we know greed won't allow that to happen, which is used as a moral point for piracy: you are not hurting the people who did the hard work at all
But this just isn't how it works. These people aren't paid minimum wage. This will definitely be played in salary negotiation as part of the compensation and will almost certainly result in less base salary.
So now the studio is shifting some risk onto the workers.