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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."

10 of 99 comments (clear)

  1. Change of Mentality by VGMSupreme · · Score: 5, Insightful

    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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  2. There's something wrong... by Alpha27 · · Score: 4, Insightful

    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.

    1. Re:There's something wrong... by J4 · · Score: 4, Insightful

      Uh, laborers get paid overtime, business owners are reaping the fruit of their own labor, cops, firemen, truck drivers and pilots all get comp time and have legal protection WRT consecutive hours worked. They're also union jobs (surely just a coincidence, right?).

      Programmers get abused because they put up with it as a group. Think a bit on the whole "managing programmers is like herding cats" meme and who really benefits.

    2. Re:There's something wrong... by humblecoder · · Score: 4, Insightful

      A couple thoughts...

      First, maybe I am just not superhuman enough to work in the game industry, but I find that if I work insane hours for more than a couple of days, the quality of my work suffers dramatically. I have noticed it isn't just me either. I've code reviewed programs that were written under extreme schedule pressure, and most of the time, the code was terrible.

      I wonder if the 80+ hour week mentality is self-propogating in the sense that long hours leads to more bugs, which leads to more long hours to fix them, etc.

      Second, most places I have worked have rarely required putting in more than 40 hours a week. Ocassionally I've had times where I've put more for various reasons, but that has been the exception rather than the rule. This has held true at both small startups and large Fortune 500 companies, so I do have a good sample of companies to go by.

      One common thread in these companies has been good project management. They realize that excessive schedule pressure is more likely to kill the whle project, rather than help it. If you are constantly in crisis mode, quality suffers.

      I know that game companies like EA stress being able to ship by a particular date, but, as a consumer, I would rather wait for a solid product, rather than get something that is half baked. Take Neverwinter Nights, for instance. That game was constantly being pushed back for one reason or another, and the delays certainly haven't hurt overall sales. Actually, delays of an anticipated product seem to feed the hype and the excitement, with the added bonus of allowing developers to put out a solid product.

      Finally, you can't really compare the number of hours a business owner puts in relative to an employee. A business owner is the one taking the risks and the one getting the rewards, so they have a vested interest in putting in insane hours. For some of the other occupations you mention, there are rules (at least in the US) about how many hours truckers and pilots can work. And "common laborers" usually get overtime for their efforts, so many of them actually WANT to work more hours. Code jockeys don't have any limits (other than physical ones) and they usually dont get any overtime for their efforts (although that may change pending legal challenges).

      Personally, my feeling is that I have no problem pitching in with extra hours from time to time. However, if the extra hours becomes the rule rather than the exception, then there is a serious problem with project management and scheduling that needs to be addressed by the company. If the company's management is so bad that it cannot properly plan its projects, then it is probably a company I would not work for. That last point may explain why I gravitate away from such companies.

  3. There is no excuse by kuwan · · Score: 4, Insightful

    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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  4. IT needs a Union by helfon1 · · Score: 4, Insightful

    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.

  5. the indie route by BortQ · · Score: 4, Insightful
    Here's a discussion on the EA issue from the perspective of some independent game developers:
    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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  6. You're all a bunch of wimps. by TheAdventurer · · Score: 5, Funny

    You guys are such wimps! I work 168 hours per week. Every christmas I take a day off to sleep, but then I'm right back on the job. I ship four games per year and my supervisor has complimented me many times, saying that his golf vacations have become even more pleasurable knowing that I'm hard at work making his money.

    Frankly, I think you guys just should just suck it up and learn how to be men. Real men sit in soft chairs for 99% of their life and stare at glowing phosphorus tubes so that adolescents can pretend they are football coaches. What did you expect from life? A wife? A sense of intrinsic happiness? A healthy body? That's not how it works.

    Life is hell and everyone who doesn't enjoy that fact is wussier than me.



    [for the love of god, note the sarcasm] =)

  7. It is called "having a backbone" by Safety+Cap · · Score: 4, Insightful

    Workers should not have to go through all these hours of developing on a regular basis to launch a product.

    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

    1. Have incompetent (non-existent?) project managers,
    2. Work for grossly incompetent management (who never read/don't understand The Mythical Man-Month)
    3. Need never expect it to get better unless you do something about it,
    4. Don't need the government to do something you can do yourself (do you honestly think they'll get it right?)

    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?"

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  8. Re:What's it like in Japan? by jasno · · Score: 4, Interesting

    After a 2 1/2 week stint in Japan a few years back, I came to realize that, at least as far as engineers are concerned, the Japanese don't work much harder than Americans. They also had about the same distribution of slackers vs. workaholics.

    They did seem to have longer commutes, and they definitely partied harder, but work? Nope.

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