Slashdot Mirror


IGDA Quality Of Life Survey Analyzes Game Developer Crunch

Thanks to the IGDA for its survey details discussing the problems videogame developers face trying to balance work crunch and family/relationships. A survey commissioned by the IGDA revealed "34.3% of developers expect to leave the industry within 5 years, and 51.2% within 10 years", and also noted: "Crunch time is omnipresent, during which respondents work 65 to 80 hours a week (35.2%). The average crunch work week exceeds 80 hours 13% of the time. Overtime is often uncompensated (46.8%)." The IGDA's Jason Della Rocca is quoted as suggesting: "While game development is a stimulating and rewarding career, the work conditions are often taxing, making it hard to sustain a balanced lifestyle and leading many senior developers to leave the industry before they've done their best work... it is not just the community that is affected - these issues also impact the quality of games produced." Are insane hours just part and parcel of working in games, or is there another way?

99 comments

  1. Personal experience by almaon · · Score: 4, Interesting

    I worked at a well known, shovelware game dev studio. I won't say exactly where, to protect the innocent/guilty. But lets say it was a number one title around 97-99 timeframe.

    The main cycle for this unsaid company was in shovel ware, low budget, 'value priced" (such a bastardization of the word 'value'), and equally low timeframe to build these games.

    They'd produce about 8-10 of these crappy games a year, each game being alloted 2-3 months on average. So crunch-time was all the time, it wasn't uncommon to see their best and lead programmer working 80+ hours a week, sleeping under his cubicle desk.

    Once in a rare while this is alright, but all the time got old. I left quickly and decided "This isn't for me" the pay is alright, but money is worthless if you don't have time to spend/enjoy it.

    At the end of it all, it was just a nice way to get the bug out of my system. I always wanted to design games for a living, got my foot in the door and got it right back out. Fulfilled the dream, went on to do other things.

    I enjoyed it more when it was just myself, hacking away at early games like Doom and Duke3D. No pressures, just fun like the games themselves.

    Soon as yo umake your hobby your career, the pracitce often starts to taste sour and eventually bitter.

    1. Re:Personal experience by wibs · · Score: 4, Interesting

      I'm friends with a handful of people who worked on a particular game that fit into pretty much all of the evil categories of game development, It was the third installment of a trilogy which had just been bought by another company, so they were running it into the ground and hoping for money just because of the name. My friends spent a year of their life spending every waking moment (and a lot of sleeping ones) in the office, had the release date moved up 2 months in what was originally a 12 month plan (which is already pretty fast), and then the whole staff got fired a week before the publisher put it on the shelves. In other words, no bonuses based on sales, no dev staff to make (sorely need) patches or updates, and none of the big bonus milestones that would have been reached with the originally planned 2 months more of dev time.

      Basically they threw away a year and a lot of pay, all for the benefit of having an unfinished and therefore not very impressive game on their resume. I wish I could say this was some sort of freakish breakdown in the game development industry, but from my experience and what I've seen this is par for the course.

      --
      If you get nervous, just remember that there are a few billion other people who don't really give a damn.
    2. Re:Personal experience by Pluvius · · Score: 2, Funny

      You might as well have just said "ValuSoft." It's not like no one knows who you're talking about.

      Rob (I hope Something Awful doesn't send a hit team to your house)

    3. Re:Personal experience by Anonymous Coward · · Score: 1, Insightful

      None of this stuff is unique to the gaming industry. It's spread throughout almost all technology fields. I have working conditions/expectations/exploitations similar (and probably worse) than those listed in this report - but I don't have the luck of being in the video game industry and instead have to deal with boring stuff like writing code for a popular application server for enterpises.

      Not to suggest that being able to make videogames is any less difficult - but people in the gaming industry are far more likely to be extremely interested in and excited by their particular job than someone in most other tech fields. I sure know I'd rather be designing or writing videogames than designing and writing app servers!

    4. Re:Personal experience by 2megs · · Score: 3, Interesting

      I think that was my project. :)

      Assuming you're talking about Myth III, I wouldn't say it was a bad thing resume-wise, though. The rabid fanboy community from the first 2 games all hated it because the multiplayer wasn't anywhere near what anyone wanted, but the single-player game was solid enough for it to get positive reviews (8.7/10 and 8.4/10 from IGN and GameSpot, respectively). Lots of the team got to move on to better projects at better companies, when some of them weren't even in the game industry beforehand. So, the work did pay off, if indirectly.

      Overall, things aren't THAT bad in the industry. My current project is for Activision, and it's much, much better. They get the idea that when only the top 10% or so of games actually make a profit, giving the developer the time and resources to make something that has a shot at being a hit will pay off in the long run. I still work long hours, but I still love what I do.

    5. Re:Personal experience by wibs · · Score: 1

      Nope, not Myth III, but I remember hearing about that one :). It's a little depressing that a story like this reminds people of their own projects, but it's good to hear that things worked out for the best for you guys.

      --
      If you get nervous, just remember that there are a few billion other people who don't really give a damn.
    6. Re:Personal experience by SuperRob · · Score: 1

      Publishers are the most unscrupulous lot I've ever seen. They frequently sign developers with a great idea on with the promise of bonuses and royalties, then set the developer up to fail so that they never have to pay out those monies. If that doesn't work, they simply buy the company and nullify the contracts.

      I'm disgusted that these tactics haven't been brought to the DOJ's attention, because it's fraud at a minimum, and racketeering at its worst.

    7. Re:Personal experience by tc · · Score: 2, Insightful

      Disclaimer: I work for a publisher.

      What you say makes no sense. Why would a publisher want a title to fail? The publisher has invested money in development. If they can't recoup that investment, they've lost money, so it's in their interest to make the developer succeed.

      I know that we work pretty hard to try to make a developer successful once we've signed them. Sometimes titles get cancelled because they're running off the rails. Sometimes they fail after release for all the various reasons that can happen. Sometimes the causes of those things are the developers' fault, sometimes the publisher's fault. But I've never, ever, encountered a situation where we deliberately set up a developer to fail. In fact, I get dinged pretty heavily if projects I'm working on fail.

      Bonuses and royalties are never unconditional promises. They're based on performance of the title in the marketplace, which is a metric the publisher is interested in optimizing for just as much as the developer is.

      When you sign a developer with "an idea" you are funding the development of that idea. Sometimes that development just doesn't work out and the title is cancelled. But the publisher is taking all the risk in that situation - in most deals the developer only pays back the advances if the title is placed with another publisher.

    8. Re:Personal experience by yo303 · · Score: 2, Insightful
      but people in the gaming industry are far more likely to be extremely interested in and excited by their particular job than someone in most other tech fields.

      That is exactly what makes it unique to the gaming industry. I was in the video game industry from the gameboy through the PlayStation, and usually we put in the extra uncompensated hours because we loved the game. We WANTED to make the game better. I'm glad I'm on my own now, and wouldn't want to go back to those conditions, but at the same time I'm glad for all those years. It builds character!

      Yeah, everybody in tech fields has deadlines. It's just easier to be exploited if you're working on something fun.

      yo.

    9. Re:Personal experience by SuperRob · · Score: 1

      Reread what I wrote. I didn't say that they want the title to fail. I said that they set the developer up to fail. I used to work for a game developer, and it was not unusual to find out one day "You're shipping next week" when we thought we had over a month of development time left. Arbitrarily moving the schedule up meant no early delivery bonuses ... a weasely way to get around contract wording.

      Likewise, it wouldn't be the first time a developer had royalties based on sales of a game at retail. But if a publisher decides not to ever release a game to retail, but cuts a deal to release the game exclusively through chains like Blockbuster ... even if they sell 400,000 of them to Blockbuster, there are a grand total of ZERO sold at "retail".

      I don't know what publisher you work for, and perhaps yours is better than the ones I've dealt with.

  2. Too complex by GaimeGuy · · Score: 2, Insightful

    Games have become so complex: That is why developers need to work so hard, for so long, while spending so much money, to get games today finished. With so much complexity involved, many developers won't be able to keep up.

    Some people look at movies and say "Well, games are only now becoming just as complex as movies!" Not true. Games have technologiclally advanced far enough to be compared to movies: however, they are far more complex than movies. With today's games, you have the complexity of a movie combined with complete interaction by the consumer: You interact with the environment, the characters: In some cases, your actions as the character partially determine the plot.

    It's quite obvious: The increasing complexity of games will, unless someone takes a stand, kill off all companies except the huge ones: I can think of only eleven companies which have the money to be able to continue to survive: Nintendo, Sony, Microsoft, Konami, Sega (maybe), Namco, Capcom, Square Enix, EA, THQ (not sure about them, though), and Take Two. All other companies will eventually be dispersed, or will be engulfed by one of the big eleven.

    1. Re:Too complex by Sigma+7 · · Score: 4, Insightful
      Games have become so complex: That is why developers need to work so hard, for so long, while spending so much money, to get games today finished. With so much complexity involved, many developers won't be able to keep up.
      In almost every instance within the software industry (games or otherwise), an improperly planned project will end up either incomplete or behind schedule - especially if there are large groups working on the project.

      While complexity does have a factor in delaying projects, it is minimal when compared to lack of planning.

    2. Re:Too complex by stumbler · · Score: 1

      While an improperly planned project will, mostly likely end-up behind schedule, there is no guarantee a properly planned project will end up any differently.

      First: There is a limit to one's estimation ability. It is described here in a 2001 Slashdot post. here. So unless you've actually done the task before, you may get the estimations wrong ... and even if you HAVE done a task before, you may not get the estimations right.

      Second: Prefect planning is not possible because change happens. "Market" change, financial change, and thus, time and requirements and features change. Of course, one does not have to adapt, but then again, neither did the trilobite.

      Third: People work differently under, and approaching deadlines. A paper on this can be found here Productivity is not flat at all times in the project.

      So, let's not make planning more than it's meant to be. It's valuable, but certainly a solution to the problem.

      I think that if you want to get rid of crunch time, you have to get rid of market pressures ... which in essence mean getting rid of capitalism as we know it.

    3. Re:Too complex by nacturation · · Score: 1

      I don't buy that argument. Yes, technology has increased and this argument should really only apply to developers who work like dogs to get the best game using the best tech so that it becomes game of the year.

      Look at some of the games made by PopCap -- Bejeweled, Dynomite, etc. These games don't use any technology that wasn't available in the 1980s. No kick-ass pixel-shaded 3D rendering, no highly complex AI routines... but for such simple games, they are fun as hell and very addictive.

      You can take the greatest development team in the world, give them the best looking and performing game engine, awesome graphics, motion capture, professional sound, and star voice acting ... but if the actual game is poorly designed and not fun to play, what have they accomplished? Not much. Give me a really fun, innovative, challenging game using basic 2D graphics or the Quake II engine any day instead of the most highly polished piece of shit on the shelf. It may look pretty and sound great, but it still stinks.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    4. Re:Too complex by obeythefist · · Score: 1

      What about Ubisoft?

      Ubisoft are very well integrated into the PC gaming arena, having licenses for several pretty major titles and so on.

      Although of course we stand on the brink of the death of PC gaming so they might not count for much longer.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    5. Re:Too complex by cubicledrone · · Score: 1

      While complexity does have a factor in delaying projects, it is minimal when compared to lack of planning.

      It is impossible for a large organization run by middle managers to properly plan anything. Middle managers do not plan. They build contingency structures and processes which serve no constructive purpose.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    6. Re:Too complex by Derkec · · Score: 1

      I wrote a post last night and managed not to post it. Here's the summary :)

      1) Software with release dates that are set independant of developer input is a disaster waiting to happen.

      2) Asking developers to work more than 45 hours a week consistently breeds more tired developers who make more mistakes who then spend time fixing those mistakes etc.. You can get great productivity from a developer working 80 hour weeks for a week or maybe a month but over time, you're going to be better off with developers working reasonable hours.

      3) Throwing more people at a job isn't always the best way of making it work. Software is best developed by relatively small teams. Look inside most of the big game shops and you'll probably see relatively small teams working on most of the individual programs.

      4) Small development teams are successful now and aren't going away. I chose a random example of Firaxis who posts their full staff on the website. They've got great leadership, a dozen or so programmers, about the same number of artists and have been pretty successful.

      5) Big game shops often lack the creativity of the smaller players. Nitendo would be an exception while Microsoft is the perfect example. Microsoft has thrived on buying great small shops, getting one or two more good products from the aquired team and then suffering from the lack of progress the team makes at that point. Then they go buy another shop or three.

      6) Do you really think that Blizzard doesn't have what it takes to compete?

      7) You may be right on the console side of things, but expensive development licenses are more likely the culprit than complex software.

    7. Re:Too complex by hInstance · · Score: 1

      I agree wholeheartedly with your points, with the possible exception of #6. I think what you describe in #5, in the context of Microsoft, is exactly what has happened to Blizzard after being acquired by Vivendi Universal.

      A news search on gamasutra.com retrieved the following:

      My impression is that the top talent has bailed out of Blizzard, and it's not at all clear that the remaining husk of a studio will have what it takes to compete.

    8. Re:Too complex by hInstance · · Score: 1
      I think that if you want to get rid of crunch time, you have to get rid of market pressures ... which in essence mean getting rid of capitalism as we know it.

      I think you're right about market pressures leading to crunch time, but "getting rid of capitalism as we know it" might be a bit drastic. Legally mandating overtime pay for software developers would go a long way. It's just too easy for companies to bully employees into working those 80 hour weeks. Two employees for the price of one!

      Of course, companies would just outsource to more easily exploited labor forces, unless that tactic is somehow prevented as well.

    9. Re:Too complex by bmyers · · Score: 1
      I think that's what they mean by getting rid of capitalism as we know it.

      If labor forces are unnaturally mandated or prevented (e.g. through regulation), then it is no longer capitalism -- or maybe I should say it is no longer free market capitalism.

      I think the endemic overwork in the game industry is a symptom of free-market economics: lots of supply of potential game developers, with little demand for quality or longevity of the games. Hopefully this is starting to change as the game industry gets a little more mature, and as MMO games (which do require higher quality code, because they have to last longer and get pounded on more) get more market acceptance.

      --

      #man woman
      segmentation fault - core dumped.
    10. Re:Too complex by GaimeGuy · · Score: 1

      What I meant by my post was that, gamers in general keep on DEMANDING more complexity, more graphics, more sound, more costly stuff! A lot of developers are forced to be conservative, and a lot of them need to fold or sell their property, or the company itself. Because the general consensus among the gaming industry is that you need to make games BIGGER, developers have felt pressured into these high cost projects. It can't hold up forever.

      You can't tell me that the increase in development costs for video games is due to inflation, alone. That's just not true.

      And I have no idea how I forgot blizzard, or Ubisoft. >_>

  3. Nearly All Deadline Driven Development by stumbler · · Score: 2, Insightful

    While this focuses on Games, it's a common occurrence in nearly all deadline driven development activities.

    (The production of many term papers seems to parallel this "crunch mode" as well.)

    1. Re:Nearly All Deadline Driven Development by user+no.+590291 · · Score: 3, Insightful
      (The production of many term papers seems to parallel this "crunch mode" as well.)

      For 80 hours a week? I don't think I spent 80 hours in aggregate on my term papers as an undergrad.

  4. Isn't this true for most software developments? by antdude · · Score: 4, Insightful

    Non-game projects also make developers, QA people, etc. work long hours as well.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    1. Re:Isn't this true for most software developments? by simoniker · · Score: 2, Insightful

      I think crunch is a particularly big problem for the games industry because there's always _something_ you can do to make the game better, whether it be more moves for the main character, re-tweaking levels, changing up the AI, and so on and so forth. So it's really tempting to keep tweaking for ever, with associated minor and major code/graphical changes and even system rewrites

      I'm not saying that isn't the case in other industries as well, but sometimes non-game software is a little more rigid in terms of a fixed, easily definable feature set. But YMMV.

    2. Re:Isn't this true for most software developments? by nacturation · · Score: 1

      Non-game projects also make developers, QA people, etc. work long hours as well.

      The difference is that not too many people rush out before Christmas and pick up the latest copy of Dreamweaver MX for dad.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    3. Re:Isn't this true for most software developments? by antdude · · Score: 1

      It depends on which industry you are in. My projects always have to end in September month.

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  5. So, then... by Superliminal · · Score: 1, Interesting

    When you *do* decide leave the industry, do you find it easier to get jobs elsewhere because people think video game programmers are gods who are willing to put up with long hours, or do you find it harder because people (suits) think video game programmers sit around and play games all day, so you must be a slacker?

    An open question...

  6. So whats new? by ZorMonkey · · Score: 5, Interesting

    This has been the norm for at least a decade, probably more. Maybe this is the first time someone did a survey, but I've heard the horror stories for years.

    The trouble is, programming games is "cool" and "fun". People dream about playing and writing games all day, and getting paid for it. So, the development companies have a huge pool of people they can recruit from. If you dont like your working conditions, they'll just hire someone else who will put up with it longer. Thats also why they can pay less on average for young programmers, they have plenty to choose from.

    1. Re:So whats new? by MMaestro · · Score: 2, Interesting
      The trouble is, programming games is "cool" and "fun". People dream about playing and writing games all day, and getting paid for it. So, the development companies have a huge pool of people they can recruit from. If you dont like your working conditions, they'll just hire someone else who will put up with it longer. Thats also why they can pay less on average for young programmers, they have plenty to choose from.

      Although I'll probably get modded down as well as flamed for this, I think the mod scene is one of the biggest culprits when it comes to fueling companies' viewing of this. With the mod scene companies such as EA have the perfect excuse to hire mindless droves thinking working on a video game is 'fun.' People have done it before for free, now they're doing it for money. What could be better?

      But when it comes to actually making the game, once-freelance-working-in-their-college-dorm-room designers find they can't hack 80+ hour work weeks, they can't hack not being able to say 'when its done' or miss the release date by two months and then come up with a lame excuse like 'my internet was cut off and I had to look for a new ISP.' (I've actually seenen this excuse used for some freeware games) Kids fresh out of college (or dropped out of college) find they can't 'BS' their 'final' due the next day or they're fired. So what happens? They quit, release crap, or both.

    2. Re:So whats new? by JC_England · · Score: 1

      I recommend "the soul of a new machine" for anyone who thinks this is a new phenomenon

    3. Re:So whats new? by hInstance · · Score: 1

      Heh- many times in my career, I've daydreamed of emulating that guy who disappeared, leaving only a note: "I've gone to join a commune in Vermont, where the shortest unit of time is a season"

    4. Re:So whats new? by be951 · · Score: 2, Interesting
      I don't think the idea is that this is something new, just that it is getting worse. And that makes sense, given the greater complexity of top-shelf games today. As graphics, physics, AI, variety of gameplay continue to improve, it takes more work to finish a game. To an extent, you can have more people working, but with pressure on publishers to deliver more value without raising prices and do it faster, something has to give. And programmers will do it because there is probably someone in line behind each one thinking it's a dream job.

      What I wonder is: Since people get burned out and quit (presumably including top talent), why don't some of these people get together and start a development house that doesn't abuse the talent? Then they can recruit and retain the best people. And since they have the best people, they can be competitive without the grueling working conditions, right? Maybe someone has already done this?

  7. sure there is by hak1du · · Score: 1, Interesting

    Sure there is another way: sustained, long-term open source game development. A number of very successful games have been developed that way.

    You get different games that way from the commercial stuff, of course: because these kinds of games are developed over many years, they only survive if they are replayable. Because developers are also players, the games get improved and problems get eliminated over time.

    Oh, and, of course, it's not a career choice. Open source games are for fun, both fun playing them and fun developing them.

    1. Re:sure there is by paramecio · · Score: 1

      could you please give some actual examples of those very successful open source games?

    2. Re:sure there is by obeythefist · · Score: 1

      I'll agree with that. The quality of just about every open source game I've seen surpasses every game in the same scope.

      There's even a couple of open source mmorpg's being developed.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    3. Re:sure there is by hak1du · · Score: 1

      For specific games: nethack, netrek, conquest, omega, xconq, FreeCiv, and versions of mazewar come to mind. There have also been tank simulations, MUDs, flight simulators, and several other conquest/strategy games.

      And, of course, there are lots of little puzzles that have been around forever (the UNIX equivalents of minesweeper, I suppose).

    4. Re:sure there is by KDan · · Score: 1

      Irrelevant. Of the projecs you mention the majority have little or no graphical complexity. As for FreeCiv, despite its laughably simple graphics (compared to modern productions) it still fails by far to be a "very successful game". It is slightly successful at most. One big reason for that seems to be that very few artists are willing to make "open art", probably because having to draw 50 versions of the same monster from different angles for free doesn't appeal to all those artists who can do it well - because they can do the same thing and actually get paid for it.

      Daniel

      --
      Carpe Diem
    5. Re:sure there is by hak1du · · Score: 1

      Of the projecs you mention the majority have little or no graphical complexity.

      Neither do chess or go. Graphical complexity is not necessary for a good game. In fact, a focus on graphical complexity during development seems to hinder good game play development.

      As for FreeCiv, despite its laughably simple graphics (compared to modern productions) it still fails by far to be a "very successful game".

      The games I mentioned have been around for many years and have large, active player communities (and note that the commercial version of Civilization really was also an imitation of free games anyway). That's more than can be said for most commercial games.

      One big reason for that seems to be that very few artists are willing to make "open art", probably because having to draw 50 versions of the same monster from different angles for free doesn't appeal to all those artists who can do it well - because they can do the same thing and actually get paid for it.

      Yes, and this focus on art instead of gameplay is why so many commercial games suck and aren't replayable. Games like Halo, Splinter Cell, Deus Ex, Enter the Matrix, Star Wars, and all look great, but they have simplistic, uninteresting gameplay (even as far as FPS go).

      And that also explains why people developing them keep burning out: the only thing those "games" have going for them is their graphics, and those get old fast. So, a game must get pushed out the door while its graphics are still fresh, hence deathmarches and burnout.

    6. Re:sure there is by Kyouryuu · · Score: 1
      Neither do chess or go. Graphical complexity is not necessary for a good game.

      It certainly is if you want any game, good or bad, to sell. And that's what every game business wants to do - make a profit. Sometimes if you have your nose in open source too long, you forget simple laws of economics.

      No one is going to go down to the game store and buy a text-adventure game for $39.99. As a mapper for Unreal Tournament, the following premise holds strongly: You need great visuals to rope the players in; you need great gameplay to keep them there. Recently, great visuals have become increasingly more difficult to produce with developers raising the bar with each new PC title. Others are forced to keep up.

      Yes, and this focus on art instead of gameplay is why so many commercial games suck and aren't replayable

      Gameplay is relatively simple compared to art. Try an Unreal Tournament map. You'll spend only a few hours concocting the flow and layout of the map. You'll spend countless hours beautifying in. There has to be an emphasis on art. Without art and design sense, a game is drab and uninteresting. Who really cares about gameplay if your surroundings are so boring? These are not mutually exclusive concepts, rather the relationship is symbiotic.

      Halo, Splinter Cell, Deus Ex, Enter the Matrix, Star Wars, and all look great, but they have simplistic, uninteresting gameplay (even as far as FPS go).

      Uninteresting in your mind. Clearly, strong sales for each of these games proves that not everyone shares your mindset, fortunately.

    7. Re:sure there is by hak1du · · Score: 1

      Gameplay is relatively simple compared to art. Try an Unreal Tournament map

      You don't even know what good gameplay is. It certainly isn't about maps and scattering a few enemies here and there. I don't think it is even possible to construct a games with good gameplay using the Unreal engine. At best, you can recreate a FPS with slightly different graphics, not much different from any of the other FPS.

      Who really cares about gameplay if your surroundings are so boring?

      Lots of people: there are lots of visually boring games that have survived for thousands of years.

      OTOH, Doom isn't visually any more boring today than when it came out, yet it wouldn't stand a chance today because people would laugh at the graphics. Were you blind when you bought it? Were you stupid to like it back then?

      Uninteresting in your mind. Clearly, strong sales for each of these games proves that not everyone shares your mindset, fortunately.

      Of course, not everyone shares my mindset. People also get completely drunk or stoned for fun, but that doesn't make that a desirable form of entertainment.

      But the news item raised the question of why game programmers burn out and whether there was another way. My response was simple, and whether you like it or not, you haven't actually argued that it is incorrect. I said that the pressure on current game programming comes from a focus on graphics and performance features. Is there another way? Sure: you focus on good gameplay.

      But coming up with a genuinely new and interesting game requires deep insight and a lot of trial-and-error. Commercial companies can't afford to do that. So, they do what they can: hire large numbers of "artists" to repaint the dungeons and hire large numbers of programmers to write new engines that, ultimately, just play the same game as the old ones.

    8. Re:sure there is by Kyouryuu · · Score: 1
      You don't even know what good gameplay is.

      Considering I've built over 50 maps for various games and am employed as a Game Designer, I think I have a good idea of what "good gameplay" is, thank you.

      I don't think it is even possible to construct a games with good gameplay using the Unreal engine.

      The hundreds of thousands of Unreal Tournament 2004 owners would beg to differ.

      Lots of people: there are lots of visually boring games that have survived for thousands of years.

      I didn't know we had video games "thousands of years" ago. Unless you are trying to advance the argument that compares chess or checkers to Quake 3, which is clearly an apples to oranges comparison.

      Doom isn't visually any more boring today than when it came out, yet it wouldn't stand a chance today because people would laugh at the graphics.

      You answered my own point. Doom does have good gameplay, there's no questioning that. This is why there is still a small but highly dedicated following still playing the game and manipulating the heck out of the code. But you could never convince anyone to buy a new copy of Doom today (GBA version aside), because the graphics just wouldn't hold up by today's standards.

      I.e., you need good graphics to rope players in; you need good gameplay to keep them there.

      But the news item raised the question of why game programmers burn out and whether there was another way. My response was simple, and whether you like it or not, you haven't actually argued that it is incorrect. I said that the pressure on current game programming comes from a focus on graphics and performance features.

      It's because in order to compete graphically, a lot more work needs to be invested into the game not just on the artistic end, but also on the programming backbone that supports what the artists do. This is a necessary evil.

      you focus on good gameplay.

      But how long can you focus on "good gameplay"? Gameplay itself is an abstract concept. Sure there are dozens of unwritten rules about it. People like finding secrets, to promote movement you put related items apart from one another, you generally don't put the forcefield switch underneath the toilet, etc. But once you have "gameplay" (which is really more about common sense than you acknowledge), what can you do? If you have a solid control setup and solid game mechanics (which can be formulated early on in a game's life), then you have to work to create the world and citizens in that world who can take advantage of all of this (unless you're building yet another Tetris clone).

      coming up with a genuinely new and interesting game requires deep insight and a lot of trial-and-error. Commercial companies can't afford to do that.

      Or don't want to, considering that weird and exotic game concepts aren't exactly welcomed by players today.

      So, they do what they can: hire large numbers of "artists" to repaint the dungeons and hire large numbers of programmers to write new engines that, ultimately, just play the same game as the old ones.

      At best, you can recreate a FPS with slightly different graphics, not much different from any of the other FPS.

      I think that's a very narrow-minded view. As you tried to do in your original post, you seem intent on pushing the idea that all games of a certain genre are the same. That's just flat out wrong and, until you can grasp that (since it's the pillar your whole argument is built on), I'm arguing with a brick wall. But I'm not going to shed a tear, because I know I'm right and the evidence supports my side.

      For the record, you could say the same sweeping thing about Hollywood. "All science-fiction movies are the same." But there's a huge difference between Star Wars and Blade Runner, even though they are both sci-fi. And it's more than just "repainting the walls." Star Wars is about flying through space on a mission to destroy the Death Star.

  8. entertainment industry by tolldog · · Score: 5, Informative

    Sounds like the entertainment industry in general. When I was working on a small animated 3d feature film a few years back, I averaged over 80 hours a week for over a month. I peaked at over 100. My average week off peak was about 60. Crunch time kills. I know people that quickly quit the industry afterwards because it just isn't worth it.

    The primary reason it happens is sliding deadlines, misunderstood goals and ill-prepared schedules. That and people being overly picky about parts of a project too early in the game.

    I swore to myself that I was done with it. But I love the industry and got myself into a non-production role where I only work 50 hours a week. I am a much happier man now.

    -Tim

    --
    -I just work here... how am I supposed to know?
  9. A different approach? by October · · Score: 2, Interesting

    Being one of the aforementioned poeple whose lifelong dream is to make games for a living, this issue is one of my biggest concerns. Much as I'd love to design and/or code games for a living, I'd also like to see my family more than once a month. Maybe its not realistic of me, but I'd like to think that much of this problem can be eliminated through a combination of more realistic scheduling and careful design, stressing re-use of components. There are starting to be some impressive third-party game development libraries out there (Havok comes to mind) - between libraries like that, and well-designed, re-usable in-house components like GUIs, factories, event systems, and other such suitably generic components, much of the development time can be cut down, at least after the first game to use them is developed.

    1. Re:A different approach? by nacturation · · Score: 3, Funny

      There is an alternative. You can work for 3D Realms. I hear they have a project or two which doesn't suffer from this crunch mode.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    2. Re:A different approach? by Anonymous Coward · · Score: 0

      I am a game developer and have been part of the industry for several years. For the most part, crunch has been omnipresent. I agree with you that the reason for this crunch is unrealistic planning. Unfortunately everyone is fully aware that the plan is unrealistic from the get go.

      The reason for this is that game developers and publishers must profit in order to continue producing games. Due to rapidly evolving technology standards, changing gamer culture, and the staggering cost of a development team, taking much more than 18 months to develop a game is not profitable in general. Publishers want to sell great games but their priority is on getting a return on their investment so they rightly demand that developers complete games on-time and on-schedule. They fund enough game projects that all of them don't have to be great but as many as possible must ship on time. Their goal is that a large majority of their projects meet their profit estimations and they have one or two titles the exceed their expectations.

      Developers on the other hand work on only one or two projects at a time so they have to try to make every project as profitable as possible. In general this means that every game they produce should be a great game. For the most part, creating a great game requires more than 18 months. So typically the only way developers can meet their publisher's objectives and their own objectives is to try to do more work in less time. Which results in crunch, crunch, and more crunch.

  10. Abandoning the dream ... by arhar · · Score: 2, Interesting

    ... it's stories like these that I've heard over the past couple of years, when I was nearing graduation and thinking of what industry to go into, that made me abandon my lifelong dream of developing games. If you search the net, there's many more horror stories, not only about long hours. From what I understand, basically it's just not FUN 99% of the time.

    I'm glad I've decided not to pursue my dream. I now work as a programmer in a financial industry, I love what I do, and I couldn't be happier.

    1. Re:Abandoning the dream ... by SuperRob · · Score: 1

      Why abandon the dream? If you love it enough, you can find a way to make it work for you. In my case, I'm getting a Business Management degree with a game design certificate so that I can get into the production side of things, rather than the coding. In fact, I think that the production end needs more experienced coders to set realistic goals, and keep everything on the up-and-up.

  11. aww, poor programmers by Anonymous Coward · · Score: 0, Flamebait

    I worked in a research chemistry lab at one of the most well-known schools out there. 70-80 hours a week was EXPECTED in my group, not "crunch time." While it's true that people look on grad school as only a passing moment, a stepping stone to bigger and better things, the truth is that 70-80 hours a week was for pretty much 5 years..

    I couldn't take it, so I quit; however, there are plenty of people still there that I know that work these hours all the time, getting paid significantly less... so stop crying about your poor, precious "crunch month" hours.. it's not that bad

    1. Re:aww, poor programmers by arhar · · Score: 1

      Studying, or working in a lab for your degree is NOT the same as working a real job, no matter how much it may seem like it to you at the moment.

    2. Re:aww, poor programmers by NSash · · Score: 1

      With all due respect, you have no idea what you're talking about.

    3. Re:aww, poor programmers by L7_ · · Score: 1

      you're right, you get more half life in at your real job :D

    4. Re:aww, poor programmers by KDan · · Score: 2, Insightful

      Bullshit to that. Working in a lab is like working anywhere. It's work. Period. Studying is different, but work is still work whether you're preparing bacteria samples or coding something. In fact, coding can probably be significantly more fun than the repetitive lab tasks which a grad student will often be required to perform (because no one else will do them).

      Daniel

      --
      Carpe Diem
  12. Typical software engineering... by ConceptJunkie · · Score: 2, Insightful

    How is this different than any other software industry. Bads management, unrealistic goals, development schedules dictated by marketing... this is true in every aspect of software development. Part of it is the nature of the work, software development is still very new on the industrial time-scale, people haven't reduced it to a science or even an art yet. Look at Microsoft (or any other company), who is incapable of doing anything, no matter how advanced or sophisticated without glaring bugs and obvious flaws. What other industry is like this? Cars have problems, but not like software... and they've had 100 years to figure out how to build them and the product is cheaper, works better, safer and more reliable than even 20 years ago. Software is more powerful, but is it more reliable? Cheaper? Safer? Or is the software industry driving the hardware industry, which in turn drives the software industry, forcing us to upgrade endlessly depsite the fact that we all own supercomputers by the standards of the 1980's. For games this is understandable, but for word processing?

    The other issue, which sets games apart is just that... unless word processing, or spreadsheets or browsers or any of the other 95% of things that computers are used for, pushing the technological boundaries isn't necessary and in fact causes as many problems as it solves. With games, pushing the limits is integral to the experience. How do you think id has stayed in business releasing the same game over and over for 15 years, because each new release pushes the technology in new ways and makes the experience more intense and immersive. Can you really say the same need exists for word processing. As a casual user, I could do anything I would ever want to do with a WP program 10 years ago or more.

    Anyhow, I guess I've rambled long enough. I love games and would be a hell of a game designer, because it's been an interest of mine since I was designing war games with graph paper and dymo labels for counters in middle school, and I've dabbled in rewriting one of the older roguelikes, but I wouldn't want to be in this industry... I'd rather have a life. And even though I wor in other software fields, about once every three months I swear I'm going to chuck it all and become a teacher.

    Maybe the "crunch time" is a little more extreme in game development, but I don't think it is unique and it certainly isn't necessary. It's just how business works. If we knew how to do it better, our society would be much more advanced than it is now... and in another few generations, it probably will be.

    --
    You are in a maze of twisty little passages, all alike.
  13. I'm still waiting for that great game by Anonymous Coward · · Score: 0

    Since the 80's developers hasn't come with good ideas all of the games I've seen are copycats of each other you don't know who copied who, developers nowadays rely to much on prefabricated engines which lack documentation and there is where the long developing times come to play.

    Games today are just eye candy, yeah terrific graphics but lack of content and substance.

    And developers are not stupid they keep those projects runining as long as the money last, sure they don't get paid for extra hours but sure the cash more in the long run and stay emloyed longer.

    Is funny you know, with the experience much of this developers are supposed to have they don't develop a game in months but in years, golden were the years when an activision developer was one army man and developed more addictive games than the ones you find today.

    Games like pacman, mario bros will be forever the rest will be forgotten.

    When the game industry bubbles burst is gonna be goo all over, it happened to the board games and will happen to video games.

    Peace.

  14. What Brings the Dreaded Crunch by MiceHead · · Score: 4, Insightful
    There are plenty of reasons why a studio might enter crunch-mode:

    • Approaching holiday - Christmas brings about the hottest season in retail, and publishers want to capitalize on this by releasing new titles in time for this. The Christmas push is less pressing for smaller studios that distribute outside of retail.
    • Media event - E3 is when all the gaming companies and all the gaming press come together and pretty much stand around in a competition to see who can avoid having a seizure (flash/audio). Or, such was my take on it. There's a huge PR incentive to have content prepared for this event; more eyeballs translates into more potential sales.
    • Publisher-imposed milestone - Publishers can withhold payment or cancel projects outright if a team misses milestones; if you're nearing such a deadline, the extra hours may be the difference between a happy publisher and a cranky one.
    • Competition - You might have a solid first-person shooter, but if it's released concurrent with Doom III or Half-Life 2, there's a good chance it'll be overlooked. If you own the UHF DVD, you'll hear Al Yankovic lament that his movie went up against Batman, Indiana Jones, Lethal Weapon II, among others. You may also have your favorite game that was underrated due to poor timing. (Fortunately, there's always the possibility of a sequel.)
    • Budgetary constraints - Especially crucial if a development house is self-funding a title. If a generous publisher sees a promising project go over-budget, they might extend it. If an independent studio runs out of money for going over schedule, it must secure more financing.
    • Loss of staff - This can be devastating at project-end. There's no time to train new staff; existing members must take up the slack.
    Game development is a wonderful vocation, but as with anything, too much of a crunch (the death-march) results in burnout. There must be ways we can mitigate some of the above causes. Less reliance on outside investment is one, but maybe that's wishful thinking my part.
    1. Re:What Brings the Dreaded Crunch by Trejkaz · · Score: 1

      Loss of staff - This can be devastating at project-end. There's no time to train new staff; existing members must take up the slack.

      And beware the vicious circle. Those staff who left probably left due to the long hours and stress. What do you reckon will happen when the manager tells the remaining staff to do even longer hours?

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    2. Re:What Brings the Dreaded Crunch by Dixie_Flatline · · Score: 3, Informative

      I'd like to point out that it's not just E3 anymore. Starting in January or February, we start ramping up for demo season. The GDC (Game Developer's Conference) is also a big demo for most companies. That means about 1/3 of the year (finishing with the E3 demo) is spent preparing for demos. For a pretty decent game, the dev cycle is 2 to 3 years. So in 3 years, you've probably got 2/3 of a year dedicated to showing demos at shows (the first year doesn't usually see you having enough of the game done to even announce its development, let alone show it), and one release deadline. Besides working crunch for all those events, you also have all sorts of intermediate milestones that you have to meet for internal demos, or demos for your publisher, like you mentioned.

      I got my job straight out of University. The crunch there was much more intense, but for a shorter time. As long as I don't have to work 80 hour weeks for 3 straight months or more, I can cope. (Especially if my crunch is in the winter, when I'm not going outside anyway. :)

    3. Re:What Brings the Dreaded Crunch by Anonymous Coward · · Score: 0

      Approaching holiday, media event, publisher-imposed milestone, competition, budgetary constraints:
      These things don't exactly sneak up on us.

      Loss of staff:
      Staff attrition happens. Plan for it. And maybe adopt team practices that don't make staff want to seek saner pastures.

      Crunches are *always* either (a) a failure of scheduling, or (b) your HR director is Catbert.
      If scheduling failure is the norm, the project management is *incompetent*.
      It is possible to create realistic development schedules that don't kill the staff to hit milestones.

      (You've probably figured out why today I'm an Anonymous Coward.)

  15. It's the way it is by Anonymous Coward · · Score: 1

    Crunch time is just a fact of life at most development houses. It's due to MANY factors, some justified and some not.

    Factors involved:
    - Poor management (of assets/time/staff)
    - Poor schedule planning
    - Poor funding
    - Too much publisher influence (resulting in developer companies cutting budgets too low yet needing to keep quality too high, at the publisher's mercy)
    - AND TOO MANY "GREEN" STAFF

    Yesm consider this: So much of the industry is dominated by young inexperienced newbies. They're fresh out of school, enthusiastic, but they lack the experience needed to be disciplined and productive. This is exasperated by most game company's overall "relax and have fun" attitudes. Yeah, it's cool to work at a company that lets you play with toys, has a pool table in the meeting room, etc, etc but it's not really conducive to the kind of discipline required to produce content consistently.

    Faceit, it's very easy to end up working a 14 hour day when you spent 4 hours of that day chasing each other with Nerf guns or taking 2 hour lunches.

    1. Re:It's the way it is by WayneConrad · · Score: 2, Insightful

      Faceit, it's very easy to end up working a 14 hour day when you spent 4 hours of that day chasing each other with Nerf guns or taking 2 hour lunches.

      Indeed. And conversely: It's very easy to spend 4 hours of the day chasing each other with Nerf guns or taking 2 hour lunches when you're working 14 hour days.

      When workdays get longer, so do breaks, and people still need to do their chores: Get the car worked on, go to the bank, pick up the dry cleaning, and whatnot. And they do, only it's now a protracted interruption in their 14 hour day rather than something they do after work.

      A disciplined worker's focused 8 hours can best the productivity of the tired, frazzled worker working 14 hours, but nobody wants their manager to not see them pulling with the team. It takes a strong manager and a disciplined worker to keep the work day from consuming one's life.

  16. I found this story amusing, considering... by Zoid · · Score: 4, Interesting

    I'm currently in my 14th hour at work. E3 is next week.

    Working on a triple-AAA title requires that effort. The guys who made the LOTR movies put insane hours in as well. When you're making outstanding triple-AAA quality entertainment based media, be it movies, games, televisions shows, etc, you've got put the effort in to make it as good as it can be.

    There are horror stories about publishers fucking developers with unreasonable deadlines. Fortunately, I work for a publisher that doesn't do that--the extended effort is for quality, not just for making the deadline. I count myself lucky, and I hope guys who did get fucked can find themselves working for a developer who has a good relationship with a publisher.

    For me, I'm still here because I want to make the best game I can.

    --
    /// Zoid.
    1. Re:I found this story amusing, considering... by cubicledrone · · Score: 3, Insightful

      The guys who made the LOTR movies put insane hours in as well. When you're making outstanding triple-AAA quality entertainment based media, be it movies, games, televisions shows, etc, you've got put the effort in to make it as good as it can be.

      By driving employees to the point of exhaustion? Its inefficient and a poor way to build an industry. Structural engineers don't work 14 hours a day building suspension bridges. Auto workers don't work 80 hour weeks. Why must game developers work ridiculous schedules to earn their paychecks? (Hint: It has to do with management and the value of a "really cool job.")

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:I found this story amusing, considering... by Anonymous Coward · · Score: 0

      triple-AAA? AAAAAAAAA?

    3. Re:I found this story amusing, considering... by Torgo's+Pizza · · Score: 2, Informative

      Hey Zoid...

      Everyone is different, but you have to admit that there's a deficency when it comes to QoL (Quality of Life) in the video game industry. Part of it is self-destructive; the built-in drive that seems to exist in the soul of game developers to work long hours. Those long hours eventually catch up to you as deminishing returns.

      Do you remember the time when I pulled a 36 hour shift at Ensemble? (It's been several years.) Sure, I got a lot of work done but at the end the quality suffered and it took me time to recover. Developers putting in regular 80 hour weeks on average have buggier code, which then requires even more time to fix.

      The other half is management. During Age of Empires 2, Harter Ryan did this milestone schedule of nine weeks normal, four weeks crunch time. Sounded good at the time, but what happened is that everyone slacked for those nine weeks knowing that they could catch up during crunch time. Crunch time ended up being six weeks. Then the nine weeks of regular time ended up being compressed on the next milestone so it got progressively worse. It was absolutely murder on me and my family (with a brand new baby in the house). I ended up leaving the company because of burnout and the time commitment that I couldn't give to the company anymore.

      I know that there comes a time when you just *have* to give extra time to a project. I'm in one know that's caused me to miss a week of trivia (there'll be some today) but my present company figured out a way around it. Instead of everyone working 16 hour shifts, they divided everyone into three shifts working eight hours. We get 24-hour coverage, but everyone is always rested and working. It won't work for every situation and company, but it's a new option.

      Commitment for quality is commendable and even desirable. There's a big problem in this industry with QoL. There is a lot of truth to the sterotype of a game developer being male, overweight, smelling and having a wardrobe only of T-Shirts and shorts. As a whole, the industry needs to focus on improving QoL for it's employees and make large leaps in labor areas.

    4. Re:I found this story amusing, considering... by AvantLegion · · Score: 2, Funny
      I'm currently in my 14th hour at work. E3 is next week.

      And here you are on Slashdot. Now we know why our game will be late. Fucker.

  17. Valve? by Anonymous Coward · · Score: 0

    Wasn't Half-Life the only number one title around 97-99 timeframe? It held that title for god knows how many years.

  18. Triple-AAA? by Anonymous Coward · · Score: 0

    Triple-AAA? Would that be AAAAAAAAA? A^9?

  19. Union by Michael.Forman · · Score: 1


    Every time I see a story like this I post the same thing.

    Form a union. You should be paid for the hours you work. Anything else is the theft of your time and money by your employer. You say legislation allows employers to legally ask you to work overtime without pay? Vote for people who support your right to be paid for time worked.

    Union. Vote.

    Michael.

    --
    Linux : Mac :: VW : Mercedes
    1. Re:Union by nacturation · · Score: 1

      Anything else is the theft of your time and money by your employer.

      You must be new here. Around these parts, we call it "compensation infringement". :)

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    2. Re:Union by mad.frog · · Score: 2, Interesting
      Form a union.

      No shit. I wish one had existed when I was working for A Major Game Publisher -- I would have joined in a heartbeat.

      After 6 months on 80-100 hour weeks, though, with no overtime, no royalties, no meaningful bonuses, I left, and I'd say I'm done with games forever, most likely, barring a major change in industry practices.

    3. Re:Union by AvantLegion · · Score: 1
      Unions exist for a reason. Unfortunately, unions often get a (well-earned) bad rep when they outlive their useful life. The union is to protect workers from being exploited. What happens when the union's workers are working reasonable hours for reasonable pay? The union still exists, and the union members are still paying dues. So the union becomes like so many government agencies that continue to exist beyond their goal - when there's no more work to be done, work is made. New piddly or unreasonable causes are taken up by the union, and management feels the very real squeeze. It's not hard to understand why unions get unpopular with businesses - give the union everything it wants, and it will simply find new things to want.

      Some might say, "it's good to have a force that fights for everything it can get for the worker!", but it's that same thing that prevents these game development workers from having any force at all to fight for them.

      Unions should be more like protest groups and less like government agencies. They should form for a cause, see that cause to completion, and then disband. If ever a new, real need arises, or the old one is not honored, rally the troops.

    4. Re:Union by Anonymous Coward · · Score: 0

      Wherever there is a large pool of prospective new employees that can come up to speed on the task relatively quickly, unions cannot succeed.

    5. Re:Union by Anonymous Coward · · Score: 0


      Unions should not be transient any more than the corporate hierarchy should be.

      Unions collect dues from the worker exactly as the corporation does. The entire corporate hierarchy is supported by the capital raised by the goods produced by the workers. How many profitable corporate hierarchies without workers have you seen?

      Finally, unions are unpopular with businesses because they raise the salary of employees (not because they bring up piddly requests). A union diverts an enormous amount of money going to a very few people and distributes it equitably among those who are actually performing the work.

      How much is your CEO making? Go here and find out. The CEO of my company made over $20M last year. (That's more money than I'll make in 200 years.) If my CEO and board of directors took a 50% paycut, they could afford to give everyone in the company an extra two weeks of paid vacation. If 20 outrageously overpaid people took a 50% paycut, a 100,000 people could spend two extra weeks a year with their families. That's why we need permanent unions.

    6. Re:Union by The_Quinn · · Score: 1

      Form a union and lose any individual decision making in your career path while bureaucratic, professional union leaders rake in the cash and power.

      A union turns everyone into one neck, ready for one noose.

    7. Re:Union by Michael.Forman · · Score: 1

      Mmm. Rhetoric. Let's show 'em how rhetoric works boys.

      Join a corporation and lose any individual decision making in your career path while bureaucratic, professional company leaders rake in the cash and power.

      A corporation turns everyone into one neck, ready for one noose.

      Whee! It's like we don't even have to think.

      Michael

      --
      Linux : Mac :: VW : Mercedes
    8. Re:Union by Anonymous Coward · · Score: 0
      "Join a corporation and lose any individual decision making..."

      That's your choice, if you want to do it or not. Joining a corporation is not loss of any individual decision making, but rather it is an expression of it.

    9. Re:Union by Michael.Forman · · Score: 1

      Choosing to work or not to work, to eat or not to eat, to have a home or not to have a home, this is a choice to satisfy basic physiological needs or not to (Maslow's hierarchy of needs). Interestingly, the ramifications of this choice are often used as an example of why unions are necessary. Workers must choose between 80-hour weeks and their very survival, whereas corporations do not. Thus individuals are always at a disadvantage when negotiating with a corporation.

      --
      Linux : Mac :: VW : Mercedes
    10. Re:Union by ggwood · · Score: 1

      I completely agree. Either get paid by the hour worked or, if you can't do that (and it seems programmers just can't get that done) then form a union and enforce it.

      I'm in a union, the CFA, and we elect our representatives. I don't elect the president of my university, nor the deans. I expect most people don't elect their boss. So the argument that the union will *make* you do anything is just childish when compared to the obvious counter-power which *does* in fact make you do stuff.

      Unions work well for skilled labor, or for labor that must be done in a specific place. If the labor is unskilled, and can be moved abroad easily, it will always go to the lowest bidder. You can thank NAFTA for making it very easy to move the factories to Mexico, and once there companies found it very easy to move to China and now to Vietnam. I have a journal page on this with links and numbers and stuff.

      As programmers, you are half way there: your jobs do require skill, but are very mobile. I would draw an analogy to the movie industry - in which virtually all the workers are unionized. They are very well compensated for the work they do down to the guy painting the set. Sure, some movies are moved to other places such as Canada for lower production costs - but there is a real core movie industry in the US. Obviously, the union is not a cureall but just read all the stories above of programmers getting ripped off. Similar things happened to me, personally, so I left the industry and you can too. (I still program and my programs are open source and used by others and I make about 30% more money per hour I work.)

      However, perhaps /. needs something to generate rants and complaints. This way programmers can both complain about how horrible there jobs are and about how those jobs are moving overseas (if you think about it, aren't the employers doing you a favor?)

      That was a joke.
      ___________________________________________ ____

      --
      a war on terrorism? How can we end a war on a method?
  20. A Damn Shame... by bobej1977 · · Score: 1
    In my experience, game programmers tend to be the hardest working and most intelligent programmers in the industry, yet they consistently get crapped on in terms of compensation. I salute you.

    My intent all through college was to get a job making games, until I actually talked to people who were in the industry. Game companies consistently offered the lowest salaries, least room for advancement, and worst benefits. After a lot of soul searching, I chose a job which payed almost 50% more than the best game company offer. And although I still regret not doing something sexier for a living, I've consistently been rewarded proportionally to how well I do my job.

    --
    The meek shall inherit the earth, in 3 by 6 plots. - Lazerus Long
  21. poor programmers by Anonymous Coward · · Score: 0

    sit on your ass for 14 hours a day. boohoo. try being a chef in a 3 star restaurant.

  22. Ok by cubicledrone · · Score: 3, Interesting

    34.3% of developers expect to leave the industry within 5 years, and 51.2% within 10 years

    Sounds like a great way to build up knowledge and experience in the industry so game development advances like all other industries. Just another example of short-term, slap-a-label-on-it thinking, brought to you by middle management.

    Crunch time is omnipresent,

    Poor, overpaid, underqualified, incompetent management.

    The average crunch work week exceeds 80 hours 13% of the time.

    Omnipresent 80 hour work weeks. Sounds like about half the proper work force hasn't been hired yet. Probably because of arrogant, incompetent, cynical management.

    Overtime is often uncompensated (46.8%)

    Even though the video game industry makes profits in the billions.

    While game development is a stimulating and rewarding career

    Sure it is. From this description it sounds like a wailing shithole.

    he work conditions are often taxing, making it hard to sustain a balanced lifestyle and leading many senior developers to leave the industry before they've done their best work... it is not just the community that is affected - these issues also impact the quality of games produced

    No shit?

    Are insane hours just part and parcel of working in games, or is there another way?

    Yes. Standardize the tools. No more graphics engines for 10 years. Period. Half of all development budgets should be spent on games that haven't EVER been developed yet (no sequels, no clones, no remakes, no licensed characters). One fourth of development budgets should be used to hire independent developers. One tenth of all development budgets should fund games written by one developer.

    The adventure genre should be re-invented from the ground up. Interactive fiction should be marketed again. Prices for games should be cut by 30% across the board. Electronic distribution should be standard for all games, including consoles.

    Publishers should invest long-term to build a true renaissance for video and computer games. Create-your-own-game tools should be developed and marketed for all genres. Standardized artwork, engines and tools should be made available to all amateur developers.

    Arcade, console and computer classics should be marketed in binary form as products by genre with properly licensed emulators. All such products should include documented source for each game with reference to the available tools so amateur developers can build their own versions of each game type. Game designs and theory should be documented as well.

    The result would be decades of windfall profits for the game industry and entire libraries of new games for players, amateur developers and the mod community alike.

    Oh, and it wouldn't require 80-hour uncompensated work weeks so we can have another sequel of a remake of a clone of a boring game.

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    1. Re:Ok by Anonymous Coward · · Score: 0

      Good ideas :). Just a minor comment from me: While there might be high profits - those profits usually go to the publishers which doesn't really allow the companies who actually develop games to pay fair salaries.

    2. Re:Ok by Anonymous Coward · · Score: 0

      You've been smoking too much crack.

    3. Re:Ok by PigeonGB · · Score: 1

      "Even though the video game industry makes profits in the billions."

      Well, that statement ignores the number of companies that don't make a profit.

      "Yes. Standardize the tools. No more graphics engines for 10 years. Period. Half of all development budgets should be spent on games that haven't EVER been developed yet (no sequels, no clones, no remakes, no licensed characters). One fourth of development budgets should be used to hire independent developers. One tenth of all development budgets should fund games written by one developer."

      So, basically you want people to create innovative titles that no one has ever heard of, but using existing engines? Innovation is a great word, but in game development, if people aren't buying new, you give them what they want. People complain about the lack of innovation, but then everyone is excited about Doom 3, UT2004, Half-Life 2, Warcraft 3, etc. You want innovation, pay for it.

      "The adventure genre should be re-invented from the ground up. Interactive fiction should be marketed again. Prices for games should be cut by 30% across the board. Electronic distribution should be standard for all games, including consoles."

      Why should it? The adventure genre is a niche market now. Google for it, and you will find it.

      Prices for games are supposedly justified. Whether they are or not is still up for debate, but charging a portion of the price to make up for "piracy" is shady in my eyes.

      Electronic distribution of 3-7MB games is possible for dial-up users, and there is a large number of them still existing. 50MB is bad for them, and 650MB+ games are just not worth it. Why should electronic distribution be standard? It just doesn't make sense for some games, especially those with multiple CDs.

      I don't quite get your arguments, since you want innovative titles, but you want standard art, engine, and other tools to be available to everyone. Won't that just flood the market with similar looking titles? Yeah, maybe they will differ by story or something, but I'm having trouble seeing how these goals you want to achieve will be achieved with your suggestions.

      As for the theory and design documentation, I agree that would rock. Of course, I have books on the subject already. And tutorials are available online here among other places.

      The thing is, the game industry is in it for profit. People buy certain kinds of games, so publishers publish them. People don't buy others, so publishers don't publish them. For certain games, they are in niche markets. You want to play them, you have to find them.

      Want to find out what indie developers are making? Check out Game Tunnel and other review sites. Of course, last time it was on Slashdot people complained about the lack of innovation there too. I guess we can't win either way.

      --
      I have 3656.9 Bogomips. How many Bogomips do you have?
    4. Re:Ok by cubicledrone · · Score: 1

      So, basically you want people to create innovative titles that no one has ever heard of, but using existing engines?

      Correct. The reason companies don't make money is because they insist on re-inventing the wheel every two years. Technology is often abandoned after one game. It is a waste of capital and man-hours.

      Innovation is a great word, but in game development, if people aren't buying new, you give them what they want.

      People aren't buying new because there is no new. "The market wants what we build" is incompetent, arrogant, greedy, stupid middle management justifying their inability to a) take risks and b) build anything original

      eople complain about the lack of innovation, but then everyone is excited about Doom 3, UT2004, Half-Life 2, Warcraft 3, etc.

      Sequel, Sequel, Sequel/Clone, Sequel.

      You want innovation, pay for it.

      At $50 a box, it's already paid for.

      Why should it? The adventure genre is a niche market now.

      All markets are niche markets except detergent.

      Why should electronic distribution be standard?

      So there is unlimited shelf space.

      People buy certain kinds of games, so publishers publish them.

      Publishers publish certain kinds of games, so people buy them.

      Publishers control all the capital and all the shelf space. If games suck, it's the publisher's fault. Period.

      you want innovative titles, but you want standard art, engine, and other tools to be available to everyone.

      Correct. Without the need to spend 35,000 man-hours building art and engines, developers will have time to work on GAMEPLAY for a change, which would be nice.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  23. America works best when it says Union No by Anonymous Coward · · Score: 0
    "Form a union"

    If they look at the reality, they will see why 93% of America's workforce says no to Unions:

    Unions typically force members to join; the workers have no choice

    Unions then force the workers to give money to the Democratic Party. This is fine if you are a Democrat, but not all union members are.

    Unions actually excellerate downsizing, outsourcing, etc. By declaring open warfare on management, and pushing wages way above their real level, they do everything they can to encourage the company to do without these union jobs.

    Techies thinking of forming a union should visit Gary, Indiana or Flint, Michigan and look at all the empty rusty factories. This is a result of union demands which had no connection to economic reality. Now imagine Silicon Valley like this.

    1. Re:America works best when it says Union No by Anonymous Coward · · Score: 0

      Unions don't prevent the evolution of the marketplace rather they give collective bargaining power to individuals. This collective bargaining power prevents exploitation.

      There are locations that are now "empty rusty factories" all over the country that had both union and nonunion workers. The difference is that the union workers were fairly compensated during their employment.

      Union workshops don't cost more to run than nonunion. The reason is that large wages which go exclusively to the owners are lowered and instead distributed to those who are actually doing the work. If the market can't support the wages (for either the owners or workers) the company can renegotiate wages, as Safeway recently did with their employees.

      I respect your decision to be a Republican (an assumption), however you can be a Republican and support higher wages for yourself, friends, and family by supporting your right to form a group to collectively bargain for better treatment at work. After all, when you became a Republican, you didn't sign a form that said you'd be happy with declining wages and leisure time for you and your family.

  24. PHYSICIAN HEAL THYSELF by Anonymous Coward · · Score: 0

    I've worked on AAA games for about 6 years now, and experienced more 100 hour weeks than I care to remember.

    I love how the fingers go flying whenever this topic comes up, but no one ever points it at the developers themselves. The fact of the matter is that a lot of developers choose (subconsciously or otherwise) to be at work for 12-14 hours a day and on the weekends because work is also their social outlet. You take a bunch of slightly socially retarded people who all love gaming, with not much else going on in their lives, and put them in an office together - why WOULD they want to go home? I mean I've been there. The showing up to work at 10-11am, the long lunches, the wandering the halls socializing, the occasional mid-day gaming sessions, the half-hour chats about what happened in Everquest the night before, the "i don't know how/i'm too lazy to cook for myself, let's all go out" dinners, the friday night gaming marathons in lieu of anything else that might enrich your life, social or otherwise. No one ever seems to mention that a good chunk of thost 12-14 hour days are spent completely and utterly jerking off. There's a total lack of discipline and professionalism in this industry. And everyone suffers from it. I've learned my lesson; I want a life outside work, so I come in at 9am, put my nose to the grindstone, never read the web, only read work email, don't get caught up in stupid everquest discussions, eat lunch at my desk ... just put in a good solid 9-10 hours a day, and then get the hell out of there. I'm not so linked into the social world at work, but why would I want to be? I've made a better world for myself outside of work. The thing that sucks is that I know when crunch hits, I'm going to be there like everyone else PICKING UP THE SLACK for all the fuckaroundery that people are committing now. And that blows ass.

    Anyway, these observations come from experience at many companies, from both myself and friends. Game development is more than just a job for a lot of people in the industry, it's part of their life, so why wouldn't it take up so much time?

  25. Doesn't Hold Up by NickFusion · · Score: 2, Insightful

    Do we see Hollywood rushing unfinished movies to market?

    "Sorry, Jackson old bean. You've run a bit long, so we're just going to throw up the credits in the middle of the battle on Mt. Doom. By the time the audience sees it, we'll already have their $9.00, and haha on them."

    Unfortunately, this is all too often what happens with games.

    How does Hollywood acheive the awesome feat of actually finishing products before they're released?

    By making reasonable estimates of the actual time to compleat the project, and by keeping the production pipeline full. Sometimes they will even, (gasp!) keep a finished movie on the shelf for a few months before releasing it. So there is a bit of flexibility, should a project go long.

    --
    What were you expecting?
  26. Been there, done that. by JensR · · Score: 1

    I stopped doing overtime after several events in my project that made me question the reasons I had for doing them. Was my best decision ever!
    When I leave work it is still light outside, I can relax at home, sleep well, forget about the problems for a while, and continue work the next morning with fresh energy.
    There is absolutely no reason to do it, if the game is not near completion and in testing. And then I don't have a problem putting in the extra time.

  27. Expectations by Psychochild · · Score: 2, Insightful

    Crunch time as we have it now is a perversion of what originally made the industry great.

    In the olden days of game development, you had people that were genuinely passionate about their project. These people were willing to go the extra mile to make the game great. That often included working insane amount of hours to put as much quality into the game as possible.

    Somewhere along the lines, management decided this seemed to be the norm, so why not schedule for it? Just assume that game developers will work 60-80 hour weeks, and you can save a lot of money. So, "crunch" time went from being something developers did as a sign of pride in their work to something that managers just scheduled for.

    Unfortunately, this change makes all the difference. If you don't care about the game you're working on and you're still expected to make 16 hour days for the next few months, then you're going to burn out quickly. Of course, there's a seemingly endless supply of fresh college grads willing to take the job, especially with the current economic conditions.

    This is one of the main reasons why I started my own company. I wanted to feel passionate about the games I worked on, and I wanted my long hours to directly contribute to my own well-being. For the record, I work on the game Meridian 59.

    My point of view,

    --
    Brian "Psychochild" Green
    MMO developer's blog
  28. Unions by Anonymous Coward · · Score: 0
    "Unions collect dues from the worker exactly as the corporation does"

    Most commonly, unions force workers to pay union dues against their will. Corporations do not have anyone pay dues.

    "A union diverts an enormous amount of money going to a very few people and distributes it equitably among those who are actually performing the work."

    You mean like the millionaire fatcat union leaders that the workers are forced to pay? No, none of what you said is true.

    "How much is your CEO making? Go here and find out"

    CEO's tend to be paid the real value of the work, as the wage is set by the free market.

    "That's why we need permanent unions."

    No, we need to greatly reduce their power. Unions are already too powerful, as at least 30% of the members don't even want to be in unions.

    1. Re:Unions by Anonymous Coward · · Score: 0


      "Most commonly, unions force workers to pay union dues against their will. Corporations do not have anyone pay dues."

      No. He said it clearly. The corporate hierarchy is supported by the workers. Thus the cost to maintain the infrastructure (factory, insurance, managers, CEOs) must come from the workers productivity. The workers already pay to support the corporation "against their will". It's analogous to the union.

      "You mean like the millionaire fatcat union leaders that the workers are forced to pay? No, none of what you said is true."

      Umm. I'm in a union and our wages are a lot higher than those not in our union. I mean a lot higher. Why do you say it's not true? That's what unions are for.

      "CEO's tend to be paid the real value of the work, as the wage is set by the free market."

      Well if the free market set's a salary at 500 times what the average worker makes, then it must be right. Unless of course there are other non market forces at work driving up their salary while driving down market salary. (Which there is.)

      "No, we need to greatly reduce their power. Unions are already too powerful, as at least 30% of the members don't even want to be in unions."

      Sweet. Nothing like following a series of weak arguments with a fabricated statistic. Less posting. More thinking.

  29. Individual advantage by Anonymous Coward · · Score: 0
    "Thus individuals are always at a disadvantage when negotiating with a corporation."

    No, they are not. The individuals can simply choose to work elsewhere. With forced unionization (no "right to work"), however, workers lose power, as they are forced to join political orgnaizations that have nothing to do with the job.

    1. Re:Individual advantage by Anonymous Coward · · Score: 0


      Prove your point.

      Since I can choose to work elsewhere, find for me a job in the US where I can work 35 hours per week with five weeks of paid vacation (like in France). I've got a Ph.D. in Engineering. I'll wait.

      I'll make it easier. Find a place who will even allow me to negotiate my weekly hours and vacation time. Show me just how real my "choice" is. I'll wait. Seriously, the whole world awaits your demonstration of true choice as an alternative to unions.

      If my choice is 60 to 80 hours a week, 3 weeks of paid vacation versus 35 hours a week with five weeks of paid vacation and being forced to join a political organization that has nothing to do with the job, I'll take the union.