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WGA calls Warner–Paramount merger a “disaster” — and yes, gamers should care

WGA calls Warner–Paramount merger a “disaster” — and yes, gamers should care

G
GAIAOctober 26, 2025
5 min read
Gaming

Why this merger talk actually matters to gamers

This caught my attention because we’ve seen what media mega-mergers do to creative industries-and games rarely escape the shrapnel. The Writers Guild of America says a potential Warner Bros.-Paramount combo (Paramount is now under Skydance) would be a “disaster.” That’s aimed at film/TV, sure, but the ripple effects hit WB Games, licensed projects, and the kind of risks publishers are willing to take. If you remember the Warner-Discovery merger fallout-cancellations, catalog purges, layoffs-imagine that energy, but with more IP in one basket and a stronger push toward “always-on” monetization.

Key Takeaways

  • WGA warns consolidation “would be a disaster for writers, consumers, and competition”—fewer buyers and more homogenous content.
  • Warner’s post-Discovery playbook favored cost-cutting and live-service bets; a bigger merger could double down on that.
  • Licenses like TMNT and Star Trek (Paramount) plus DC and Harry Potter (Warner) under one roof could reduce variety and bargaining power for devs.
  • Expect more cancellations, longer greenlight cycles, and safer bets over weird, interesting projects.

Breaking down the warning—translated, and without the spin

The WGA didn’t mince words. In its statement: “A tie-up between Warner Bros. and Paramount, or another major studio or streaming service, would be a disaster for writers, consumers, and competition.” The guild added that “successive mergers in the media sector have harmed workers, reduced competition and free speech.” This isn’t a new stance; the WGA fought Comcast-NBCU and AT&T–Time Warner for the same reasons.

WGA East has been even blunter in the past: “At a time when the country demands and needs the broadest possible range of viewpoints and stories, we have handed the keys to the media kingdom to giants whose sole motivation is to maximize short-term return on investment.” That’s not anti-capitalist rhetoric so much as a pattern we’ve watched play out: each merger shrinks the number of places creators can pitch, which means fewer risks, fewer oddball gems, and more focus on mega-IPs that can carry microtransactions across film, TV, and, yes, games.

The gamer’s perspective: what gets better, what gets worse

On paper, a Warner–Paramount mash-up looks like IP Voltron: DC, Harry Potter, Mortal Kombat, plus Star Trek, Nickelodeon’s TMNT, and South Park under one umbrella. In reality, that consolidation tends to make game lineups safer and more “corporate.” Warner executives have already telegraphed a pivot toward “always-on” live services. We’ve seen the results: MultiVersus relaunching into a tougher market, Suicide Squad: Kill the Justice League struggling to find an audience, and content roadmaps that feel engineered for retention KPIs rather than player joy.

Now imagine those incentives applied to even more IP. Would we get more creative DC experiments like Gotham Knights took swings at (flawed, but at least different)? Or do we get stripped-down tie-ins and monetization-first “platforms”? Studios like Rocksteady, NetherRealm, Monolith, Avalanche, and TT Games could face longer approvals and stricter brand mandates. Remember the last merger: projects were axed mid-flight, catalogs were purged, and teams were hit with layoffs. That same caution tape around budgets and “focus franchises” could tighten again.

Licensing is another quiet casualty. Paramount’s side includes Star Trek and TMNT—series that have thrived precisely because multiple studios could take a shot: Dotemu’s Shredder’s Revenge, Dramatic Labs’ Star Trek: Resurgence, and decades of offbeat tie-ins. Fewer gatekeepers means fewer pitches get through, and the ones that do will look awfully similar. That’s bad for indies, mid-tier studios, and players who like variety beyond annual tentpoles.

Context from recent history: consolidation rarely helps players

We don’t need to speculate—just look around. The Warner–Discovery combo led to cancellations and a ruthless content cull. Embracer’s buying spree ended with studio closures and shelved projects. Even the successful Microsoft–Activision deal underscored the trade-off: yes, more Game Pass power, but also an ecosystem where fewer giants call more shots. In every case, the pitch is efficiencies and synergy. The reality tends to be job cuts, fewer greenlights, and a heavier tilt toward predictable, monetizable franchises.

Skydance complicates this picture further. With Skydance now over Paramount, a Warner–Paramount union would bundle a company already active in games (Skydance Interactive’s VR work and Skydance New Media’s AAA projects) into a media behemoth. That’s a lot of cross-division pressure to convert IP into live services and transmedia pipelines. Cool if you love brand universes; less cool if you want fresh mechanics and mid-budget experimentation.

What to watch if this moves forward

  • Layoff waves and slate resets at WB Games and partner studios—first sign the “synergy” savings are coming from devs’ paychecks.
  • Licensing choke points for TMNT, Star Trek, and Nickelodeon brands—fewer external pitches getting approved.
  • Roadmaps leaning harder into battle passes and seasonal grinds across DC and other mega-IPs.
  • Longer greenlight cycles for anything not tied to top-tier franchises—mid-budget risk-takers get squeezed.

Regulators could still step in, but the bar is high. If you’re a player, the practical move is simple: support the weird stuff when it appears, and be vocal when “always-on” design suffocates the fun. Publishers follow money and sentiment—make both point to better games, not just bigger ones.

TL;DR

The WGA is right to sound the alarm. A Warner–Paramount deal would concentrate even more IP and decision-making, which usually means safer games, longer waits, and more monetization. Expect the live-service dial to turn up, not down.

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