- 2 days ago
The original Call of Duty: Black Ops and Black Ops 2 are finding new life on PlayStation, proving that these classic games still have a massive audience. But while Activision and Microsoft stand to benefit from their continued success, former Treyarch developer Gavin Goslin says the situation is bittersweet for the people who actually created them.
After spending 15 years at Treyarch and enduring crunch while working on these games, Goslin is questioning why developers don't receive a share of the financial rewards when their work continues generating revenue years later.
In this video, we're discussing the return of Black Ops 1 and Black Ops 2, the lack of widespread residual payments in the gaming industry, and whether developers deserve additional compensation when their games are re-released or remastered.
Should the original developers receive a cut of the profits? Or should their original salaries and contracts be the end of the arrangement? I can see arguments on both sides, but I think this deserves a serious conversation.
Let me know what you think in the comments!
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My latest exclusive video is “When a Famous Name Isn't Enough: The Pressure of Living Up to a Gaming Legend.” Join the Patreon to support the channel and check out exclusive content!
Thanks for watching, and as always…
Game On.
After spending 15 years at Treyarch and enduring crunch while working on these games, Goslin is questioning why developers don't receive a share of the financial rewards when their work continues generating revenue years later.
In this video, we're discussing the return of Black Ops 1 and Black Ops 2, the lack of widespread residual payments in the gaming industry, and whether developers deserve additional compensation when their games are re-released or remastered.
Should the original developers receive a cut of the profits? Or should their original salaries and contracts be the end of the arrangement? I can see arguments on both sides, but I think this deserves a serious conversation.
Let me know what you think in the comments!
👍 Enjoyed the video? Give it a thumbs up!
🔔 Subscribe and ring the notification bell so you don't miss future gaming videos!
❤️ Support the channel on Patreon for just $1 a month!
https://www.patreon.com/cw/JamesSchierer
My latest exclusive video is “When a Famous Name Isn't Enough: The Pressure of Living Up to a Gaming Legend.” Join the Patreon to support the channel and check out exclusive content!
Thanks for watching, and as always…
Game On.
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GamingTranscript
00:00What happens when you spend years of your life creating a video game,
00:03work countless brutal hours to get it finished,
00:06and then watch that same game become a massive hit more than a decade later?
00:10Well, if you're one of the developers behind the original Call of Duty Black Ops games,
00:14the answers might be a whole lot of pride mixed with a whole lot of frustration.
00:18The original Black Ops and Black Ops 2 have returned to PlayStation,
00:22attracting plenty of players and potentially generating a serious amount of money for Activision and Microsoft.
00:27But one developer who helped create these games says there's a major problem with the success.
00:33The people who actually made these games aren't getting a share of the financial rewards.
00:38And honestly, this raises some important questions
00:40about how the gaming industry treats the people responsible for its biggest hits.
00:45Let's talk about it.
00:47Earlier in 2026, Activision brought the original Call of Duty Black Ops and Black Ops 2
00:53to PlayStation 4 and PlayStation 5 through digital releases.
00:56And these weren't extensive remakes or flashy remasters with completely rebuilt graphics,
01:02redesigned gameplay, or a whole collection of new features.
01:06Instead, players were paying $40 for each game with the paid downloadable content not included.
01:12On paper, that's a pretty tough sell.
01:14You're paying a relatively premium price for games that originally launched in 2010 and 2012,
01:20and you're not even getting all the DLC that helped make these titles so memorable.
01:24But here's the interesting part. Players showed up anyway.
01:28According to the reporting, both games quickly climbed into Sakana's US Top 10 for weekly active users.
01:34That kind of performance demonstrates just how much demand remains for these older Call of Duty experiences.
01:39And you can understand why.
01:42Black Ops delivered a memorable Cold War conspiracy thriller,
01:45while Black Ops 2 gave players a campaign with branching choices
01:49and a futuristic setting alongside a multiplayer experience that became a fan favorite.
01:54For plenty of players, these games represent a period when Call of Duty was at its absolute best.
02:01There's a massive audience that wants to revisit these games,
02:05whether it's to relive old memories or experience them for the first time.
02:09And from a business perspective, Activision has found an audience willing to pay to return to these classics.
02:14But the success of these releases brings us to the real story.
02:18Who deserves to benefit when an old game becomes a new financial success?
02:24Gavin Goslin spent 15 years working at Treyarch, the studio behind the original Black Ops games.
02:30He also says he put in countless hours of crunch alongside his colleagues to help get these games finished.
02:36For anyone unfamiliar with the term, crunch refers to periods when developers work excessive hours,
02:42often under intense pressure, to meet deadlines and get a game ready for release.
02:46And Goslin's reaction to the success of these PlayStation releases is complicated.
02:50He describes the situation as bittersweet.
02:54On one hand, he can see that the games he helped create are still attracting enormous audiences
02:58more than a decade after their original releases.
03:01That's an incredible achievement.
03:03Think about how many games launch every year, receive a little attention,
03:07and then practically disappear from the conversation.
03:10Meanwhile, Black Ops and Black Ops 2 are still drawing players in 2026.
03:15That says something about the lasting appeal of their design, their maps, their campaigns,
03:20and the work of the teams who made them.
03:22But Goslin also argues that these releases demonstrate how much money publishers can continue
03:27making from development work completed years ago.
03:30And that's where his frustration comes in.
03:32In his view, executives can benefit financially from the continued success of these games,
03:37while the developers who created them don't receive any additional compensation.
03:42It's a difficult situation because the success is something the original developers can be proud of.
03:47But pride doesn't pay the bills.
03:50And after putting so much time and effort into a project,
03:53it's understandable why seeing that project generate more revenue years later
03:57might leave some developers wondering why they aren't sharing in the rewards.
04:01One of the biggest issues Goslin raises is the lack of a widespread residual payment system
04:06in the video game industry.
04:08In parts of the entertainment industry, including film and television,
04:11qualifying performers and other covered workers can receive residuals when their work is reused
04:17or distributed through certain channels.
04:20The specific rules depend on their contracts and applicable agreements.
04:24But the basic idea is that compensation doesn't necessarily end when the original production is finished.
04:30Video game development generally doesn't work that way.
04:34Developers are usually paid through their salaries, contracts,
04:36and whatever bonuses or other compensation their agreements provide.
04:40But these arrangements aren't universal.
04:42For many developers, completing a game means their direct compensation for that project
04:47largely ends even if the game continues selling for years.
04:51Now imagine spending several years creating a game that becomes a major commercial success.
04:57You move on to another project.
04:59Maybe you leave the studio.
05:00Maybe you get laid off.
05:02Maybe you change careers entirely.
05:05Years later, your old game returns to the market and attracts another huge audience.
05:10The publisher benefits from those sales,
05:13but your original work doesn't automatically generate another paycheck for you.
05:16That's the problem Goslin wants people to consider.
05:19He argues that the wealth generated by legacy games
05:22should be shared retroactively with the developer who endured crunch to create them.
05:27And I think this is where the conversation gets particularly interesting,
05:30because we're not just talking about a game being successful at launch.
05:34We're talking about games that have already made money,
05:37established a reputation,
05:39and built a loyal fan base
05:40only to generate renewed commercial interest many years later.
05:44Should the people who helped create that lasting value receive something more?
05:48It's a fair question.
05:49I don't think the industry should dismiss it.
05:53Personally, I think it sucks for the developers who actually created these games.
05:56They put in the hours,
05:58helped build the levels,
05:59designed the experiences,
06:00and contributed to the games that players still love today.
06:03And when those games become successful again,
06:06I can absolutely understand why the original creators would want to share in that success.
06:11My initial thought is that if a publisher re-releases an old game,
06:15or remasters it years later,
06:16the original developers should receive a cut of the revenue,
06:19especially if they're no longer working on the project.
06:22They help build the foundation that makes the new release possible.
06:25Without the original game,
06:27there wouldn't be a legacy product to sell in the first place.
06:30However, I can also see the arguments on the other side.
06:33A publisher isn't simply selling a game and doing nothing else.
06:37Depending on the release,
06:38it may have to handle platform compatibility,
06:41certification,
06:42quality assurance,
06:43marketing,
06:44distribution,
06:45customer support,
06:46and other expenses.
06:47Even a relatively straightforward port
06:49requires somebody to take responsibility
06:51for getting it onto a modern platform
06:54and making sure it works.
06:55And if we're talking about a full remaster,
06:58the work can be considerably more extensive.
07:01There are also questions about who should qualify for additional compensation.
07:05Should every developer who worked on the original game receive a payment?
07:09Should it depend on how long someone worked on the project?
07:12Should the amount depend on their role,
07:14their original contract,
07:15or how much revenue the new release generates?
07:18What about people who worked on the game for only a few months?
07:21What about contractors?
07:22What about developers who contributed to the original game
07:25but weren't involved in the re-release at all?
07:28These are complicated questions,
07:29and a fair system would need to address them.
07:31There's also a difference between saying every former developer
07:35deserves a share of every future sale
07:37and saying publishers should establish a reasonable compensation system
07:41for the people whose work continues to generate substantial revenue.
07:44Those aren't necessarily the same thing.
07:47But here's where I land on it.
07:49I think there's a strong argument for creating some form of additional compensation
07:54when a legacy game generates significant new revenue,
07:57particularly when the publisher is benefiting from the original development work
08:01without having to recreate that game from scratch.
08:04That doesn't mean every developer needs to receive an identical amount forever.
08:08It means the industry should seriously consider
08:11whether the people responsible for creating these long-lasting successes
08:14deserve a more meaningful share of the money their work continues to generate.
08:18Because if a game is still making money more than a decade later,
08:22that longevity is part of what the developers helped create.
08:26So what would a better system actually look like?
08:29I think one possibility would be a legacy revenue pool.
08:32When an older game is re-released, remastered,
08:35or otherwise generates substantial new revenue,
08:37the publisher could set aside an agreed-upon percentage of qualifying revenue
08:41for eligible members of the original development team.
08:44The system would need clear rules.
08:46First, developers would need to know which projects and releases qualify.
08:50Second, there should be a transparent formula for determining
08:53how much money is available for distribution,
08:56taking into account the agreed-upon cost and revenue model.
09:00And third, there should be a clear way to determine
09:02who qualifies and how payments are allocated.
09:05Publishers could establish these arrangements through contracts,
09:08collective bargaining, or other compensation agreements.
09:12There would still be disagreements about the details, of course,
09:15but having a defined system would be better than leaving developers to wonder
09:19whether their work will ever generate additional compensation after the original release.
09:23And this wouldn't have to mean punishing publishers for keeping old games alive.
09:27Quite the opposite.
09:29Publishers could continue bringing classic games to new audiences
09:32while recognizing the people who helped make those games worth revisiting.
09:36That sounds like a better arrangement for everyone involved.
09:40After all, the game's industry depends on people creating experiences
09:44that players want to return to.
09:46If a game remains popular for more than a decade,
09:49that's not just a business opportunity.
09:51It's evidence that the original creative work has stood the test of time.
09:55I think that deserves recognition beyond a line in the credits.
10:00Now, I want to hear what you think.
10:02Should developers who worked on classic games receive a share of the revenue
10:06when those games are re-released or remastered years later?
10:10Or do you think their original salaries and contracts should be the end of the arrangement
10:14with publishers retaining the money generated by future releases?
10:18Personally, I could see both sides,
10:20but I think the people who created these games deserve a serious conversation
10:24about how they're compensated when their work continues making money years later.
10:28Let me know where you stand in the comments below.
10:31And if you enjoyed this video, please give it a thumbs up,
10:34subscribe to the channel,
10:35and ring that notification bell so you don't miss any future videos.
10:39Also, if you'd like to support the channel and get access to exclusive content,
10:43check out my Patreon.
10:45It's just $1 a month,
10:47and the latest exclusive video is called
10:48When a Famous Name Isn't Enough,
10:50The Pressure of Living Up to a Gaming Legend.
10:52Your support helps the channel keep producing more gaming videos,
10:56discussions, and stories worth talking about.
10:59Thank you so much for watching,
11:01and I'll see you in the next video.
11:03Game on!