EA Faced With Another Employee Lawsuit
GamesIndustry.biz has the news that EA has been slapped with another employee-filed lawsuit. He's part of the engineering staff, and feels unfairly targeted by the "creative staff" laws in CA. From the article: "...in the midst of a storm of unwanted publicity about EA's employment practices, and provoked a response from the firm's vice president of human resources, Rusty Reuff, who admitted that 'as much as I don't like what's been said about our company and our industry, I recognize that at the heart of the matter is a core truth.'"
they'd have realized by now that forcing the employees to work such long hours is part of the reason that their games are all complete crap.
Face it. After someone's been awake for more than 24 hours straight, their reaction time and mental abilities are worse off than if they had a 1.1 blood-alcohol content.
Force your employees where their sleep debt over the course of a week is above 24 hours, and imagine what you've got.
EA should take the hint. The gamers are getting tired of crappy games, the programmers can't program like that. Cut the crap on the programmers, let them get some decent rest, and your games will turn out better because they won't spend 90% of their time fixing all the bugs that were created because people were too fucking tired to code correctly.
There simply needs to be a point when people will stop accepting what has been going on in this industry.
Just because it seems that crunch sessions are always some part of a development cycle does not mean that it should be accepted. If anything, the continuous nature of it should lead to methods of prevention, such as allowing for a longer development time.
I work at EA and can (anonymously, at least) vouch for claims like this. After the first wave of lawsuits and the EASpouse publicity, EA immediately set out with an attempted rectification of thier employment practices by distributing an employee satisfaction survey and openly claiming about thier search for ways to reward hard working employees.
I can't say they aren't actually trying to end this negative situation, but it's obvious from our point of view that they're attempts are fueled by the desire to quell the bad press and save face, as opposed to actually compensating overworked employees and resolving the issues.
Obviously the company sees the issue differently than the press and public, and is trying to rectify issues for the wrong reasons. (i.e. Cure bad press, not employee hardship). I believe they will only put forth the effort enough to stop thier people from complaining publicly, before returning to the tyrancy and money-mongering.
One of the biggest problems in the software industry, speaking as someone who's been here for a modest amount of time (6 years, since my sophomore year of college, full-time), is that management sets unrealistic timelines. If more upstream design was done (sorry, reading Code Complete for the 2nd time) then they could develop more realistic schedules. Enough with the 90% floating requirements, enough late-schedule additions. Engineer for quality from inception, and they could come out with better games on realistic schedules with happy, healthy employees who will be a value added in the sheer amount of innovation they can bring to the table when all aspects of their lives are balanced (for some, this is an impossibility, and businesses take advantage of this neurotic behavior, which I think is unethical).
Best quote from the article:
Their case argues that EA's engineers "do not perform work that is original or creative,"
EA games have no orignality or creativity? Say it ain't so!
If you read the article, you can see that the law they are trying to dispute is only applied to programmers who make $41 an hour or more. If you add that up, it means these programmers make at least $91,840 a year.
Now if you are a programmer, (I am) I'm sure you work some overtime during crunch time. Do you get overtime for it? I know I don't, it's expected that I work until the job is done. Do you make $91,840? I don't think too many programmers are making 91k nowadays.
SSX
Def Jam
Need for Speed
The sims
Medal of Honor (for better or for worse)
Command and Conquer
LotR RPG
LotR RTS
LotR hack'n'slash (two towers + rotk)
Goldeneye
Harry Potter
Nascaar racing
to name just a few, are all sports games and are all developped internally at EA.
As for 5 sports games a year, your count is quite inexact (btw the 'street' games are totally different from their 'serious' counterpart, both from gameplay and art perspectives - you should try them and stop talking out of your ass):
- Madden
- FIFA
- NBA
- MVP
- Fight Night
- Tiger Woods Golf
- NHL
- FIFA Street
- NBA Street (if you haven't tried vol'3 you are missing something)
- NFL Street
they'd have realized by now that forcing the employees to work such long hours is part of the reason that their games are all complete crap.
Well, sales figures say otherwise, and that's what's important to them.
The whole industry needs an overhaul, and quick.
Since this has turned into a complain-fest, it's my turn. I know programmers have it bad, but what about the QA department? I work at a company (see below) that does not pay its QA Leads OT. This wouldn't be that big a deal if we got paid a descent salary to start with or maybe had some perks. During Crunch-time last year, I worked 25 days in a row (12-hour days, mind you) and didn't get so much as a "thank you", much less proper compensation. It got to the point that my testers where making more than me a week.
At least at EA, they have such perks as a free employee gym, free meals if you have to work OT, employee soccer/basketball fields, etc. At THQ (supposedly the second biggest publisher), we don't even have a freaking game/break room to relax in. It boggles my mind that a company that makes 600 million dollars a year can't afford to pay OT to those who deserve it. I'm not a greedy guy, but pay us what we are owed, before you are forced to.
Ahhh, I feel a bit better now that I got to vent.