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Well, I Been Workin’ In The Pixel Mine, Goin’ Down Down, Workin’ In The Pixel Mine, Whew! About To Slip Down!
Apparently GDC was the spot for all sorts of well-mannered discourse – as seen on Greg Costikyan’s blog (via Zen of Design), a studio head at Epic Games declared that there were no EA spouses there!
Mike Capps, head of Epic, and a former member of the board of directors of the International Game Developers Association, during the IGDA Leadership Forum in late 08, spoke at a panel entitled Studio Heads on the Hot Seat, in which, among other things, he claimed that working 60+ hours was expected at Epic, that they purposefully hired people they anticipated would work those kinds of hours, that this had nothing to do with exploitation of talent by management but was instead a part of “corporate culture,” and implied that the idea that people would work a mere 40 hours was kind of absurd.
Now, of course, the idea that a studio head, which Capps is, would have such notions is highly plausible; but he was, at the time, a board member of the IGDA, an organization the ostensible purpose of which is to support game developers. Not, you know, to support management dickheads.
To be fair, some game developers are also management dickheads! That being said, this taps into quite a bit of pre-existing discussion, both about the IGDA and whether or not it’s actually of any relevancy at all (Adam Martin and Darius Kazemi both have had a few things to say about that) and the long-running discussion over whether long overtime (“crunch”) is a workable model for game development.
My views on the former are simple: meh. My views on the latter are also pretty simple.
Crunch doesn’t work. You simply don’t gain more productivity by applying a 1.5 multiplier to everyone’s work hours. More likely, you start to introduce failure into the system as people get sloppy and careless as a best case scenario, and as a worst case scenario people start to flip you the virtual finger and spend their hours at their cubicle playing World of Warcraft instead. (I’ve seen both.) This is not a problem unique to game development, and there have been literally hundreds of studies that show that the productivity gained from crunching is minimal at best. It should be noted that the management consultant who originally came up with the 40 hour work week was Henry Ford, who was anything but a soft humanist.
Quality of Life is a choice. I’ve been lucky in my game development career to work on teams (Mythic, our team at NCsoft, Webwars, and my current Player To Be Named Later) which agree that part of keeping the best team members is in offering a work environment conducive to, well, being a well-rounded human being. I, and my peers, are older now. We have families, friends, and lives outside of work, and that helps shape who we are. Effective managers understand this. Ineffective managers don’t ship good games.
60 hour work weeks usually aren’t. Although there are exceptions (such as the weeks before a milestone or a big demo or if your entire production timeline has fallen apart) generally keeping people in the office for their waking hours does not mean they are actually working. What you are doing is instead creating a very efficient subculture of slacking. People will watch online videos, post to their blogs about how abused they are for never leaving the office, killing each other in this week’s shooter of choice, and have a Naxx raid going on the other monitor. Some companies fight back by aggressive firewalling and system monitoring. Those companies find out how easy it is to bypass those systems. If you treat your employees like enemy children, you’ll find that they can throw a lot of stones at you.
Note to the game industry: the economy collapsed. Maybe I’m pointing out the extreme obvious here, but this is not a good time to go on a tear about working conditions given that there are quite a few of out-of-work people quite willing to put up with whatever horrible pixel mine conditions exist, over and above the usual “holy-crap-I-can-work-on-games-and-come-to-work-at-10″ college kid talent intake, thank you very much. Of course from an ethical standpoint, that shouldn’t matter. Yes. And from an ethical standpoint unicorns have pretty flowers in their manes, and that’s about as relevant and realistic. You pick your battlegrounds, and this isn’t a terribly good one.
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about 1 year ago
Recipe for an office slack machine:
Dell mini 9 notebook + PC phone of choice with internet connectivity and tethering software + KVM switch with laptop mounted under desk and wires run very unobtrusively to it = slackbox5000. Also good for running a side business.
If you are crunched hard enough, you arrive at this conclusion on your own.
about 1 year ago
The only good news about this whole prospect is that it might get people to give a holy crap about the IGDA’s mission at a level above local chapters and Special Interest Groups.
It’s certainly sparked some spirited debate between the haves and have-nots on the official forums, and Kazemi’s Facebook page for the subject of transparency regarding their selection of a new executive director (Jason Della Rocca quit last month) has actually got a few board members to post explaining a little bit about their process. Both these things could lead to post-splatter reorganization and the kind of focus and relevance that the IGDA hasn’t really had for a while, if ever.
Oh, and one of the board members sort-of called Capps a “fucktard” on the forums, and wishes people would stop giving him grief about it.
about 1 year ago
I think the weeks before a big milestone are the weeks I’d put a hard cap of 40 hrs/week for each employee. The weeks before a big milestone are precisely when you do NOT want any mistakes or screw ups.
about 1 year ago
>Quality of Life
The guys working on Duke Nukem Forever probably have the highest Quality of Life rating across any industry. ^_^
about 1 year ago
So far I think this is the most articulate and relevant post I’ve seen in the whole damn conflagration. Thanks! Bonus points for referencing unicorns.
about 1 year ago
“…they purposefully hired people they anticipated would work those kinds of hours…”
I wonder what sort of round-about interview questions they ask to find out if you are married and/or have kids, or if they’re stupid enough just to ask straight up…
about 1 year ago
They usually just ask straight up, quite often before the “real interview” begins. The most common tactic is to arrange the interview to be with more than one member of the team. One guy comes in, says the other guy is running late, and says he wants to wait for him. Then he floats out the soft questions. “Have trouble finding the place?” General chit-chat type stuff. Picks up his phone, taps out a text. “My wife… are you married?” It is very very easy to disarm people and get lots of information out of them if you know what you are doing. Of course, you could stop that by roboticly answering “That question doesn’t pertain to the position for which I am interviewing” or “I’d rather not say” but doing so is just as likely to cost you the job…
about 1 year ago
Work smarter not harder should be the mantra. A shame.
about 1 year ago
The interesting thing about professional game design is that it’s essentially interactive multimedia artistry being strained to produce the almighty dollar.
People whose business is to produce the almighty dollar (e.g. management, CEOs, investors) essentially look at their work force as people who should be working. If they’re not making enough money, their legacy looks to be spiraling down the drain, and they respond by using their lever to crush more juice out of their workforce. If a few lemons cease to produce juice, they’re deemed useless, and replaced.
This, of course, is highly obtrusive to an environment that needs to foster artistic vision. It’s hard to sit back and spin visions about “how can we generate the bottled awesome to the teeming masses that demand it of us” when on the forefront of your mind is “I’m going to be fired because the clueless dickheads who hold power over me have no fucking idea about how to support a fellow trying to make a game.”
Which is why I’m working on going into business for myself. Frankly, the idea that an artist should empower anyone to compromise their vision is unacceptable. Maybe we won’t push several million units, but then, we wouldn’t have a bunch of clueless twats to support if we’re just supporting ourselves too.
Ever since job security isn’t anymore, big business has nothing to offer anyone, and that’s a major reason why the economy is flubbed. This is probably how we’re going to get out of this recession: a major shift back to lower maintenance small business or being self-employed.
about 1 year ago
Hatch: “…Also good for running a side business.”
I recall a Dilbert cartoon (from back when it was funny):
“Why don’t we start our own business on the side? We could run it from our cubicles while we pretend to work.”
“Isn’t that kind of unethical?”
“Yes, but that’s only an issue for people who aren’t already in Hell.”
about 1 year ago
Most US companies and their management are actually very nice, they never mind you come in at 10 as long as you got your work done. I (might be lucky) have never had a bad manager. And the works (I think it applies globally) for software engineers is never that many, most of the time you finish your work much early and spent hours/days learning other stuff or having fun.
And there are always times for a release/major bug fix etc, and I think giving the huge flexibility of us software engineers, 60 hours a week is not that bad. However, if he is talking about 60 hours a week every week, I will either have to find ways to cheat or work for MacDonalds.
about 1 year ago
I will say one thing– at least the Epic guys declare the crunch up front (i.e. experienced developers with families need not apply). I hear just as many stories of social pressure crunch, or incremental crunch:
“Hey, guys– we’ve got a big publisher milestone coming up next week, and we’re a little behind. We’re going to need folks to work this weekend.”
Everyone crunches, gets the build out, it’s great. Then, of course, they’re useless the following week as they recover, and they fall behind.
“Hey, guys– we’re a little behind on this next milestone, and it’s a really important one. We’re going to need folks to work a bit harder this week(end).”
Repeat until ship.
about 1 year ago
Thank you for that information. Not like I bought any of their games recently, but I’ll refrain from doing so in the future as long as the dicktating continues.
Voting with your wallet and spreading the information works best.
Back in the “medieval” times people worked until they got tired and came back to work when they were regenerated, only with the invention of time management it all got screwed beyond recognition, but I bet a dumb fuck like Mike Capps didn’t have the time left yet to gain that knowledge.
about 1 year ago
Luckily, lawmakers are already all over this. As in, they’re removing overtime pay for developers during crunch time.
http://supererogatory.tumblr.com/post/93023640/item-number-4-is-now-clarified-to-exempt-computer
about 1 year ago
@EpicSquirt
Your use of the word mediaeval in quotes leads me to suspect that you don’t actually know what you’re talking about and are simply subscribing to a somewhat romantic view of ye olde times.
People worked as long as they had to, whether that imperative was provided by an employer or self interest. Furthermore without today’s efficiencies and technology there was a lot more work to do for most individual workers. Not that this has anything much to do with overworked games developers mark you.
about 1 year ago
I have several close friends who have left the games industry due to this particular “corporate culture” and the constant implied threat that they will be replaced by a younger “more agile” workforce.
In B.C. here we’ve had overtime exclusions for years thanks to EA’s lobbyists convincing our government that the game-tech industry uniquely requires extra hours. The implied threat there was that they’d move to some other province / state if they didn’t get their exceptions to local labour laws.
No wonder games get stuck in a rut, when the people making them are treated like a disposable workforce. Gone or burnt out before they refine their chops. Corporate design.
There have been some exceptions. One thing this has created locally is a wide variety of smaller developer studios that try to buck the trend. Sometimes they repeat the mistakes though, after all their on the same publisher milestone-driven contracts.
about 1 year ago
I’ve been working 50+ hours a week for years. Impossible to keep a job and not do that in my industry. Oh, and that is actual work hours.
about 1 year ago
Not only am I not allowed to work more than 40 hours a week, but I’m not allowed to work more than 10 hours a day. No, I don’t live in Europe.
about 1 year ago
The whole problem stems from the inability to take a creative process with many unknowns and accurately build a schedule around it. When you’re building a word processor application, you have a list of features to hit, and bugs to squash. A word processor is a pretty easily defined thing when you sit down and look at it.
A game on the other hand has so many nebulous bits that are nearly impossible to define or quantify. You can’t really assign discrete units of measurement to “fun” or “suspense” etc. But companies still try and take these hard to define and impossible to quantify elements and cram them into milestone schedules with inflexible deadlines.
So when it gets down to the wire, and a build needs to go to the publisher to get the next milestone payment, the answer isn’t to “just do your best” it’s “get this done, no matter what!” and for most developers there’s little real choice since they operate milestone payment to milestone payment.
The crazy work hours and constant crunch times are one symptom of a massive systemic problem stretching throughout the entire industry.
Some companies manage to avoid it, or lessen it, but they seem to be the exception as opposed to the rule. It doesn’t help either when the companies most obviously abusing their workers are the ones considered the most successful in terms of money (EA) or quality product (Epic).
about 1 year ago
Korea is the king of this, I’m pretty sure Korea has the highest hours spent on the job of any country in the world (I believe Japan is second) but there sure as hell aren’t that many working hours
It is traditional here to not leave the building until everyone senior to your in the hierarchy has left the building…
about 1 year ago
“Luckily, lawmakers are already all over this. As in, they’re removing overtime pay for developers during crunch time.”
I wonder how many people making a couple thousand less than $75K got raises since October when the law kicked in. Welcome to exemption-ville!
about 1 year ago
I already ranted on another blog about Mike Capps. Just awful.
about 1 year ago
@IainC
However, working after dark was just asking to have an accident with your sickle.
about 1 year ago
@RedHerring totally agree on the “fun” thing being hard to pin down but every software industry has a bad reputation for delivering late. Just you can’t get people to work 60-80 hour weeks regularly for nothing more than their enthusiasm for making word processors.
Any time I start thinking “hmm, wish I’d got off my arse and applied to that games company 10 years ago” I read some story like this and I’m totally cured of any regrets
about 1 year ago
Japan (and Asia in general) has some very odd ideas on work ethics. A friend of mine used to work for a Japanese-originating company, and he remarked on it. In essence, you were expected to be there at least an hour or two after you would normally leave. You might not necessarily be /doing/ anything, but it was the appearance that counted.
As far as treating game designers and programmers like assembly workers… sheesh, I thought we got away from this back when Ray Kassar the Towel Czar was running Atari…
about 1 year ago
I wrote “medieval” and not medieval because I actually didn’t mean the exact medieval time frame.
Yet, before exact time was visible for everyone at any time people indeed used to work until they got tired – just read some books about how time and its exact measurement changed the world. You can bring up the slavery-type or feudal enterprises which exploited the workes from back then to comparison, but I don’t think they’re suited for one. There were undertakings back then in which the journeyman lived at the same place as their foremen, doing business in handcraft/small trade (before artisanry got almost fully industrialized) etc.
Tell me please, what’s do you think is better: people judging their own working potential honestly or a flat “you have to work 60 hours a week”-doctrine?
When you look how someone works and check his face and body language you have a good gauge of what’s going on, whether the person is tired, needs a break, is getting ill, is producing bad results, etc. That gauge was a better gauge than today’s 40/60/80 hours gauge.
It seems to me that an overworked “medieval”-times journeyman being forced to work even more by his foreman was less likely to happen than an overworked today’s days game developer in the US.
This it’s just sad.
I used to be in 110 hours worked per week before important exhibitions, as a software developer, and it was all bullshit; we even did it voluntarily, as we loved the company and its culture. Sure, we got some more features in, but the zombie mode pre exhibition cost us after: people needed to regenerate and all that crap code needed to be rewritten.
60 hours as a software at Epic doesn’t sound like what people have learned from the Software Engineering processes in the last decade, it sounds more “medieval”.
Hopefully you understand my comparison better now.
about 1 year ago
A friend of mine interviewed at *three different companies* that were terribly proud of themselves for their “innovative” approach to crunch – they scheduled it.
A certain number of weeks at fifty hours a week, alternating with a certain number of weeks at 60.
They were saying, up front, that they did not and would not hire sufficient personnel to do the job without mandatory unpaid overtime.
And they were selling it like a benefit. “You’ll never be surprised by a last minute request to come in on Saturday!”
about 1 year ago
Building a “word processor” is not as cut and dried as you imply. A word processor is not just a series of checklists. Getting all the parts to work together, be discoverable, and yet not be too different from expected norms, is a big unknown. There is a reason it has taken us so long to go from edlin to Microsoft Word.
All programming that is worthy of being called “programming” rather than a type of “data entry” is a creative process. The whole reason you program is to solve the problem once, not to keep reapplying known solutions. If you keep just running through the same rote tricks when programming, any good programmer will write a program to apply those rote tricks, thereby bootstrapping themselves back into creative problem solving.
Of course, makers of word processors are lucky that they get to iterate and polish. One big problem with traditional games is there might be one or two patches, but then the game is dead. Imagine how much better Half Life 2 would be if they kept polishing it for the last X years rather than let it slowly bit rot?
This is why MMORPGs can keep customers despite the new and shiny – they accumulate insane amounts of polish due to their live teams.
The problem with milestones seems to be that the developers don’t have a best alternative to a met milestone. What do you do if the milestone isn’t met? Maybe the right answer *is* to kill the game, rather than break people’s backs to get a checklist complete. The problem is that a milestone drives a checklist mindset: “This is complete if these checks pass”, which is antithetical to how stuff actually gets complete. The first 90% takes 10% of the time – the hard part is the finishing.
I guess what I’m saying is that milestones should be descriptive, not proscriptive.
I also respectfully disagree with Sanya’s: “They were saying, up front, that they did not and would not hire sufficient personnel to do the job without mandatory unpaid overtime.” I have seen no evidence that more hours programming gets the job done faster. I have seen lots of evidence more hours programming produces more lines of code, but lines of code is a Bad Thing. More lines of code means more bugs and more problems, and greater difficulty making changes. And I’ve seen lots of evidence that something that takes 10 hours to debug when tired can be solved in 10 minutes when clear headed and rested from a weekend. This may be different in other fields than programming, but, if Henry Ford found screwing bolts on couldn’t be done more than 40 hours a week, I’m extremely skeptical.
about 1 year ago
w00t, Devo!
about 1 year ago
I have absolutely no problem with a studio that is up front about wanting its employees to work 60 hours a week. At least it is consistent.
My issue is with the studios where most of the staff work 40 hour weeks when there is need for overtime (I’m not even talking crunch, just shit that needs to be done), leaving the remaining workers burning themselves out on 80-90 hour weeks to try and make up for it.
about 1 year ago
I’ve never worked for any organization that didn’t abuse its employees in this way. It isn’t just game developers, it’s everyone. Companies apparently hate hiring new people, so instead of hiring enough people to do the job, they hire half as much and try to make them work twice as hard..
Which makes those people quit, and forces the company to re-hire anyway.
about 1 year ago
Been out of the industry for a while, I found a 38 hr/week job, that makes me happy, not amazing pay, but I can afford house payments.
You’re lucky to have worked for the smart managers/companies Scott. I know if I had gotten away from the 60+ hour crunches I would still be doing game dev stuff. It is a fun industry, but I enjoy going to the beach or skiing more.
about 1 year ago
Anyone working 60+ hours/week need to re-evaluate their priorities, there much better ways to shorten your effective life in exchange for money. With exception of rare few workaholic degenerates that live to work, that kind of work schedule effectively erases your life. Consider selling your kidney instead, at least it will shorten bad years at the end of your life, instead of wasting your prime.
The only reason 60+ hours work weeks can exist is because
battered wivespeople will put up with it. Consider what you are sacrificing – family, personal growth, health, friends for a paycheck. There are better ways to live.I walked away from 60+ hours/week job, took big cut in pay and now work set hours for the government. I chose to work to live, not live to work. I can’t recommend this approach enough.
about 1 year ago
Every time I start to think ‘meh 50 hours/week isn’t so bad for a while, why are they whining?’ I remember that you are salaried. That’s your problem right there. I don’t work for free.
about 1 year ago
Sinij is right. Work to live, not live to work. No matter how many hours you put in, no matter how hard you work, the company will not award you enough. They care about making money for themselves (stake/stock holders, etc.) and will use up any worker they can for extra revenue. You’re nothing more than a number on a spreadsheet, and it’ll never be different.
You think the gaming industry is bad? Try being an engineer for a car company — especially these days. It’s fun working in a department operating at 28% capacity, working on four programs and being expected to work until all the work is done — which it never is as you can’t possibly do the job of four people.
Best part? When you actually do work absurd hours, get your job done, and get nothing but top-notch reviews every year only to be tossed out of your department by those up-high because you have one less year in the department than two other works (both of who never work 40 hours a week let alone overtime, and are incompetent). My wife, who I’m talking about, is bitter beyond belief right now.
I actually had to MAKE her no longer do her old job while learning her new one. She would do the work of those old co-workers. Can you believe that? She finally learned to say no to them, and shock the old department is falling apart, is missing all their work goals/schedules. I just hope that the shit finally rolls uphill and the people responsible for the bad moves lose their jobs.
A job should fund your life, not be your life.
about 1 year ago
The problem is often that once you prove you can work smarter and not harder, in the future they expect you to work smarter and harder.
One roadblock I have often run into as a programmer is that to people who are not programmers I can at times appear as though I am not working even though I am. While Management-guy might have a job where he has to fill out paperwork and reports and attend meetings, there are times when I’m trying to find a logical approach to a problem and staring at a code page is actually counter-productive, so I’ll head off and start reading CNN or some message boards, all while in my head I’m tumbling the problem over thinking about how to get around it or through it and every now and then doing a Google search to see if what I’m thinking has been done before and works, or is even possible. Yep, it looks like I’m just surfing the net, but there is a reason why when you ask me what I’m reading I can’t tell you, and its because I’m not absorbing it, I’m just floating over it as I work on something else.
about 1 year ago
Flash News: Treating workers like they were in a sweatshop in China make then lazy and bitter and less productive. Durrr. And now is more obvious because the economical crisis is used as an excuse for over crunching people AND people are too scared of having to search work now.
And jeez, i know my programing stuff good enough to have learned that code writen while over crunched sucks ass. And theres the point that companies just hire people, over explode them and then replace them without a thought.
I prefer try to find a job that doesnt demands having no life, thank you.
about 1 year ago
Hey, I read in Xinhua (which is inexplicably aggregrated by Google News) that sweatshop workers love their jobs and moved on their own to China’s metropolitan nightmares for the high wages.
about 1 year ago
Wow, never thought I’d be in total agreement with sinij on anything, but here’s the exception that proves the rule!
The engineering and software industries in general have these exact same issues. It is by no means unique to or special to game development in any way. Pretty much every single Dilbert cartoon ever done is based on something that actually happens in the real world. That’s why I stopped enjoying it years ago – it was funny but hurt when I realized I’d just experienced something like it the week before.
That’s also why I bailed on the whole corporate ladder grind. Got my fingers smashed and face stepped on by the people above me on the ladder one too many times and just jumped off. Too many greedy SOBs taking all the credit and reward for my 55-70 hour work weeks while they work half the hours, play golf every Thursday afternoon, spend their weekends at the country club/lake/ski resort/whatever, and dive around in BMWs and Ferraris.
So now I’m working for the government for half the pay (and half the time), and am much happier. Btw, another advantage to working for the government is that very little of the sweat you put into your job ends up enriching your dickhead boss (or more usually your decent boss’s dickhead boss). Your customers or the consumers of whatever you produce are either the under-served citizens or your underpaid and overworked co-workers. In other words, when you do a good job, the majority of the benefit goes to people who actually need and/or deserve it.
Of course, the disadvantage to working for the government is that there is no cream in the soup, it’s all gone off to make more money in private industry. So what rises to the top in government is the other (stinky) stuff that floats. So you end up with kind of a weird mix of three different groups of people working at complete cross-purposes to each other: the normal decent folk (and occasional idealist) who are actually trying to do a good job, the slackers who are there to get their paycheck while doing as little as possible, and the political climbers and empire builders who are there to get as much credit or power for themselves as they possibly can no matter who it hurts or whether what they’re doing actually benefits either the government or the public in any way. True of most places, I guess, except that it seems like in government there are maybe a few more of the second and a lot fewer of the third category (except at the highest levels where all the shit floats).
about 1 year ago
http://www.fourhourworkweek.com/blog/2008/05/21/no-schedules-no-meetings-enter-best-buys-rowe-part-1/
Old news, but still oddly relevant. (I work for the man under this program.) The strangest thing to me is that it seems like software development is perfectly suited to a no-time-tracking approach. However I suspect that the root of the always-crunch-time problem in the business has more to do with unrealistic schedules and productivity-per-human expectations, helped along by a gaggle of twentysomethings who are willing to do it for table scraps “just to get into the business.”
Maybe IGDA’s new PR thrust should be a big campaign to convince everyone, especially young gamers, that working in the industry is a shit job with no future except an eventual death from a heroin habit adopted in lieu of sleep. That may fix the supply/demand ratio.
about 1 year ago
Funnier and equally pointless activity would be to create label “no developers were harmed in creation of this product”. You will never be able to convince anyone that Their Dream is a Pixel Mine and in reality is a shit job. Intentional denial and all that…
Much better approach is to class-action lawsuit for unpaid overtime, you need only one case hitting Fox news with flashy “Sweat shops in the USA” to turn things around. Politicians will salivate to appear to Do Something and ride that agenda all the way to re-elections, after all gaming industry has very little lobbying compared to other industries and wouldn’t be able to stop it.
about 1 year ago
I should have been clearer; this is pretty much what I meant. I would personally be amused by a paid advertising campaign with TV commercials starring Sally Struthers in a dilapidated cube farm with rats scurrying across the floor, begging us to “SAEV TEH DEVS.” More practical would be an expose, although you’d really have to get some amazing dish to convince a nation at 8.5% unemployment (or ~19% depending on who you talk to) that software developers have a big problem. Probably have to be packaged into an overall piece on “How THE MAN is Exploiting Americans During the Recession.”
about 1 year ago
” this is not a good time to go on a tear about working conditions given that there are quite a few of out-of-work people quite willing to put up with whatever horrible pixel mine conditions exist”
…is why this issue is so incredibly important right now.
The amophous blob of people saying “blah blah American Dream blah blah People who work themselves to death are stupid, or gamblers, or just deserve to die, or be shafted – that’s FREEDOM, MAN! blah blah I’ll NEVER tell someone what they can or cannot do, even if they’re about to shoot themself in the head blah blah” … and concluding: “your problem, developer: you can work wherever you want to: … are the ones in la-la land ignoring the actual situation that most people are in right now.
If the IGDA cannot defend developers at the one time they most need independent, external defence, then it has proven a dismal failure.
If people who profess to care about this stuff won’t stand up and be counted now, when it’s most necessary, then I personally won’t believe them ever again when they claim to care.
YMMV…
about 1 year ago
You’re talking about two different things. The influx of young people into the industry contributes to the problem of excessive crunch and unreasonable expectations, but it’s a result of a different issue. This happens because the industry sees itself as such a special snowflake that getting a decent job is functionally impossible without industry experience. Obviously experience is valuable in any field, but I haven’t encountered another industry that considers outside skills so un-transferable.
This creates an environment where young people trying to break in are forced to work crappy jobs in crappy conditions for years just to pad their resumes with enough industry experience to get a decent job. Even if they’ve got impeccable credentials from another related field (say, film or television) they’ll have to work QA or something similarly soul-crushing and skill-atrophying just to have a chance to use their skills in a valuable way. And everyone loses–young people have to de-value their skills and work jobs for which they’re grossly over-qualified just to check a box on their resumes. Established industry professionals are forced to deal with crappier working conditions and unreasonable hours because they’ll be replaced by the aforementioned desperate young people if they don’t. The only people who win are the managers at these companies, who get to perpetuate this scam and benefit from an artificially deflated labor market.
But let’s get past the sour grapes and acknowledge that game industry jobs are not just exploitative pixel farms where everyone hates himself. Many people love their jobs and are really passionate about what they do, and you really can’t sell that short. Yes, many of those people complain about the stupid things in their jobs. But to reference Dilbert yet again, “All jobs require you to do things you’d rather not do. That’s why they have to pay you.”
about 1 year ago
Ghando, just because we can obviously agree that their are people in the game industry that love their job doesn’t mean crunch time works any better.
The industry is stuck in dumb mode.
about 1 year ago
That’s fine, but there’s been a lot of hyperbole thrown around in this commentary thread about how awful and soul-crushing game development is. I’m just saying everyone needs to keep perspective.
about 1 year ago
http://www.realitypanic.com/archives/392
At least Jason Della Rocca’s feeling positive about it, but then, it’s not his job to care about it anymore.
about 1 year ago
I think part of the problem is that it is too easy to go out and find people to fill these positions. I am more of a general IT worker, I pick up languages as needed and fill in whatever I need to. At the moment I am a technical representative for the customer of a large IT contract and I wouldn’t trade it for the world. I work half the hours I used to when I was in a super competitive field and I get paid twice as much as I used to.
I love video games, now not only can I afford more of them but I have a lot more time to play them. I appreciate people following the dream to do what they love but I find that the folks who pursue it with single mindedness at the expense of much better opportunities completely fail to find what they are looking for. Just my two cents. There is always someone out there who will pay you more, ask you to do less or pay you to do something you enjoy more than what you are doing now. Why entrap yourself in a 60+ hour a week job?
about 1 year ago
@Jason
I once wrote a computer program while watching a basketball game at a local sports bar. I had been totally stuck, it wasn’t working, so I left. Got a napkin from the waitress and wrote the code out during a commercial break, then went back to work.
about 1 year ago
To quote a good friend: “Nine women cannot make a baby in one month.”
about 1 year ago
Mu is back? Mu is back!