Quality of Life Issues Holding Back Game Industry
zenrender writes "With all the craziness regarding EA_Spouse's blog entry, it looks like some more organized groups are starting to chime in:
Open Letter from the IGDA (International Game Developers Association).
See Also
Quality of Life White Paper, also from the IGDA."
This open letter does show a good point. A lot of the mentality of the new recruits that are passionate about working in the gaming industry (or any industry for that matter) is to work the extra hours or do the large amounts of extra work to prove to everyone they can do what others who are already in company are doing. If this mentality can be changed or proved to not be a driving factor, then we can get the companies to stop working their employees to the bone cause of a notion that has not really been proven to work.
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Workers should not have to go through all these hours of developing on a regular basis to launch a product. If a product can not be made under normal working conditions (8-10hr days/5 days a week), then the product can't be made by the deadline set.
If the time schedules are constantly being scheduled so that I work more and more hours each week, where I essentially am working the amount of 80+ hrs in a single week, then something is absolutely wrong.
I have a life. I have a family. I need money to pay my bills, but I shouldn't have to work as if I had two jobs to pay bills for things, that at this rate, I hardly use. This practice of constantly asking (or demanding) workers to put in, above and beyond the call of duty, so many hours should be against the law, or at least with some vacation time to compensate. The human body can not take so much of this for long durations.
I've done the long hours in the web development field for years, fortunately not for long stretches of time. It's really not worth putting my life on hold to work at a company under these conditions. I had things in my real life slipping away and things that needed attention that I couldn't due to the long hours.
Overall, I wouldn't work for a company under those conditions, and would find employment else where. I would even go as far as boycotting the company.
There is no excuse for this kind of behavior in the gaming industry, or any other industry for that matter. If I recall, the gaming industry is expected to make more money than Hollywood this year. An industry with these huge revenues can afford to treat their workers humanely. In fact, I believe that it is the developers and artists that make a game successful, that these are the people that should be getting the biggest share of the profits. Not some nitwit CEO or other executive.
There are those that say that working in the gaming industry is a privilege, that there are tons of people out there that would die for your job, that these programmers shouldn't complain. Well, frankly there are tons of people out there that want my job or that want your job. That doesn't mean that they will do it better than you or I do our jobs. And that sure as hell doesn't give my (or your) employer the right to treat me like an animal and work me until I'm burned out.
Employers like EA need to change and they'll eventually be forced to if they keep burning through their talent.
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Gaming is not the only area of IT that is treating thier employees this way. After 2.5 years working as a consultant at one of the largest consulting firms as an out of college grad I finally left to go to a smaller firm with less required overtime.
The consulting firm set what they called "stretch goals". Goals that were lofty and perhaps unreachable to force workers to work 60-70 hour work weeks.
People died for the 40 hour work week around the turn of the century. This is the reason for labor unions. Since the IT industry doesn't have a strong union companies will force their staff to work as hard as possible to make the most amount of money.
I can at least empathize with this person while sitting on the 40th floor of a downtown chicago building on a sunday afternoon in 98 degree heat (inside) because they don't turn on the air conditioning on the weekends. IT needs a union.
indiegamer.com forum thread about EA work conditions
A lot of the guys there are creating games and then releasing them for sale on the internet, totally ignoring the whole publisher/retail method. It's a real alternative for game devs. I am supporting myself in just this manner by my own game.
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You and the many thousands like you are the reason that EA can grind up and spit out its employees. They know there are people such as yourself falling all over each other to replace each person they burn out before the remains have stopped smoldering.
:)
That being said, I've always wanted to work in the game industry too, but I'll wait until the lawsuits create better working conditions before I take one of those jobs at EA
Your response to the article is a non-sequitur. The point is, as the headline says, that quality of life issues are holding back the game industry.
Their assertion-- read the white paper for more on this-- is that these practices are resulting in worse products. Even if your attitude is "fuck it, I hate all of humankind, and wish for all people to eternally burn in searing pain", if your goal is good games, current practices are counterproductive. How is that possible? How can it be that demanding maximum hours per day from all employees could actually be counterproductive? First, clearly output quality falls as hours and stress increase. Perhaps more importantly, conditions are driving experienced game developers from the industry in droves.
In response to their QoL survey:
* "Only 3.4% said that their coworkers averaged 10 or more years of experience."
* "34.3% of developers expect to leave the industry within 5 years, and 51.2% within 10 years."
Do you really think driving away experienced employees is a good thing for the industry? Do you think the knowledge drain somehow benefits game production over the long term? If so, I believe you severely undervalue the types of knowledge that only come with long-term work in a field.
Do you want all your generals to be 25? Do you want all your priests to become atheists at 30? Should all teachers retire before hitting middle age?
All these industries have a common compensation scheme. Many, many people work very hard for very little money, a small fraction make a great deal of money. Read this for how writers make out. If you look there are countless other examples of this.
It is partly due to the nature of entertainment. Our tastes are fickle. Some Hollywood producer famously said Nobody knows anything about what films will be successful. (Check out William Goldman's book Adventures in the Screen trade for the quote). Who can really predict which one of the hundreds of projects starting this year will produce a great new game? Sure, EA can buy huge franchises and make a reasonable amount of money, but even there games like Pro Evolution Soccer threaten their name based primacy.
With music, in almost every town there are bands that are 90% as good as REM, U2 or whatever band you like. And they make very little money and work pretty hard and tend to be pretty smart.
Entertainment is not now, nor has it ever been stable. That said, working people huge hours tends not to produce inspired work. But making anything great, or even good, involves a lot of time and the economics of entertainment isn't likely to change either.
If you let them get away with it, then they'll keep taking advantage of you, forever. If working crazy hours is the expected norm where you are, then you
Take some responsibility for yourself and draw the line (diplomatically...), but if that doesn't work, then you have basically two choices, suck up or get out.
Understand that not every place is like what you describe. Where I work, I put in no more than 40 every single week, unless *I* want to work late. When management first squawked about how long the project was taking, I whipped out the work breakdown and said, "Okay, which features do we cut first?"
Yeah, right.
Unions are for the benefit of those workers who want to receive multiples of the benefits of doing a job without having to actually do the job. Unions are also for those who have no problem profiting from this sort of institutionalized graft, namely politicians and organized crimimals.
The competent, valuable employees are never the ones who benefit from unionization, in any field.
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I'm not sure, but I think there's another option open to people that hasn't been addressed here (or it's so unpopular it's been modded below my threshold.)
/. has had good stories about how open source game dev yields less-than-stellar (and generally non-lifestyle-supporting) game projects. But what hasn't been covered is forming a startup to make your game and either 1) reward you appropriately for working insane hours or 2) prove what some people above have said about the optimum value of working a limited number of hours a week.
.com bubble burst and 2) I am making my first feature-length movie in my spare time in addition to working full-time as a software architect. People need to put up, shut up, or go to work coding the database behind some mega-store's on-line shopping cart.
If you love the gaming industry and you've got a gripe, then you're probably just not in a situation that rewards the kind of effort demanded. But if you REALLY love gaming, then you've got a good game in you screaming to get out, right?
There's a lot of venture capital out there. People aren't giving it away on the street corners, but if you've really got a good game inside of you you ought to be able to find a marketing/business guy who loves games and will pitch your idea to the VCs because you've got a good game inside you. Ditto the art/creative people you'll need. If you can't build a good creative/technical/business team to do this you either 1) don't have a good game inside you or 2) don't have what it takes to make it a reality.
And before you rip my head off, you need to know that 1) I was the technical brain behind a startup that raised $750,000 in capital after the
Okay, NOW you can rip my head off.
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It's not just NWN. Diablo 2 took for ever to finish, but it sold like hot cakes because it was a good stable well-designed well-balanced product. Diablo 1 also came out of nowhere as a game that didn't even copy last year's best-seller, but it sold like crazy. Why? Quality. Or Epic and Id pretty much officially have "when it's ready" as a policy, and I you can't say they're going bankrupt because of it. Etc.
True, noone knows in advance the secret handshake that _guarantees_ a bestseller, but if you look at what did well and what failed, you notice a trend. Quality stuff tended to do a lot better than the buggy crap shoved out the door in a hurry.
Contrary to the mentality that hype is everything, quality does sell. People do talk to each other, and that's a big factor that works for the good games, and against the crap buggy ones.
And I don't even only mean code quality, but also design quality. If you look at some of the the things that, say, Blizard did right before, they include:
- very low learning curve (if you can click, you're already half-way to mastering Diablo or Diablo 2)
- well balanced (you don't end up stuck half-way through the game because you chose a class that dies even from a paper cut, or a skill that has no use whatsoever)
- just the right difficulty curve for the casual gamer (the majority of which do _not_ want to reload 25 times to get past a boss.) In fact, better yet, it let you adjust your difficulty curve by yourself, by going faster or slower.
Etc.
That's all things which aren't just stroke of genius, but I'll bet involved a lot of testing and tweaking. They're done well _because_ the games were not shoved out unfinished.
Especially balance _never_ comes from just a stroke of genius, and just writing down some genial numbers from the classes/races/whatever from the start. No matter how bright a designer you are, your first numbers will _always_ suck. Getting them right is invariably a matter of extensive testing, running simulations (e.g., how often does a halfling thief kill an orc barbarian, if you run all possible scenarios), and tweaking.
But somehow the PC game industry just can't get to take quality seriously. Basically they don't _care_ if they're producing crap, including, yes, by stressing the devs and driving away talent.
They just care about having some movie license, a design that's a verbatim clone of last year's bestseller (ironically: it often misses all the parts that made that one a bestseller), and having the game shoved out the door by christmas. Everything else can be fixed by lots of hype, right? (Wrong. But good luck convincing them.)
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I do hope you were not trying to compare video game developers with priests, teachers, firemen, policemen, or soldiers. People choose those jobs because they benefit mankind. People choose to write video games because they think such a job would be cool.
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I didn't realize what I was missing in my life until I meet my wife. As my GF and now my wife she has always been somewhat insistent that my job not be the highest priority and more often than not leave work (and leave my work at work) at 5:00pm. My life has been my better since.
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