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Developer Stress Crippling Game Innovation?

hapwned writes "Jason Della Rocca, the executive director of the International Game Developers Association (IGDA), looks at the big picture of the grim, dead-end careers of game developers. From the article: 'More fundamental is the notion that immature practices and extreme working conditions are bankrupting the industry's passion - the love for creating games that drives developers to be developers. When the average career length of the game development workforce is just over five years and over 50% of developers admit they don't plan to hang around for more than 10, we have a problem. How can an industry truly grow, and an art form evolve, if everyone is gone by the time they hit 30?'"

355 comments

  1. P.T. Barnum has the answer.... by Anonymous Coward · · Score: 0

    A sucker is born every minute.

    1. Re:P.T. Barnum has the answer.... by Anonymous Coward · · Score: 0

      P.T. Barnum never said that.

  2. Uh... yeah.... by dgatwood · · Score: 0, Flamebait
    Most of them have long since lost that creative spark by the time they're thirty anyway. One could reasonably argue that from the perspective of the business, they are merely trying to get as much useful work out of them during the handful of years in which they will actually be productive.

    Now, granted, this only refers to designers and sort of the front end folks. You don't lose your spark as a programmer at age 30 or anything; you probably are just beginning to start using good engineering practices by age 30. But for the designers and some of the principal developers of the UI and stuff, I'm not entirely sure how you could expect things to work if they didn't work the way they do now. Games are quite possibly the only field in which this sort of employee overworking makes any sense, though.

    --

    Check out my sci-fi/humor trilogy at PatriotsBooks.

    1. Re:Uh... yeah.... by mossico · · Score: 3, Informative

      If you think most people lose their creative spark by 30, look at the average of art directors and creatives in advertising firms. It's not that different from engineering, it takes time to get good at it.

    2. Re:Uh... yeah.... by Surt · · Score: 4, Insightful

      Creative spark plays a relatively minor role in AAA game development. Most of the 'overworked' crowd is doing 2 things: generating code and generating art. But even the artists typically need more skill than creativity, and in my experience the older artists tend to produce both more and better stuff (thanks to experience, particularly with the tools). For example, if the artist is going to generate an elf character ... that might typically involve one day of inspiration, and two weeks of pixel pushing. Even if he's twice as slow during that 1 day of inspiration, he'll more than make up for that extra day thanks to his familiarity with tools. On the code development side, I think we all understand how experience renders advantage.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    3. Re:Uh... yeah.... by happyemoticon · · Score: 5, Interesting
      Most of them have long since lost that creative spark by the time they're thirty anyway. One could reasonably argue that from the perspective of the business, they are merely trying to get as much useful work out of them during the handful of years in which they will actually be productive.

      Balderdash.

      Arguments such as these have been made hundreds of times over about every creative profession, and there are enough counterexamples to prove it's utter bunk. Take Cezanne. He did most of his important, really revolutionary work in the last few years of his life. He was only actually discovered by the around the turn of the century, when he was finally honored with an exhibition. Monet himself came up to him and esposed his genius, saying he was, in fact, the greatest genius of them all. He said (T. J. Clark's paraphrase) "Maybe... but back to work!" Can I offer you, perhaps, John Milton, or Robert Frost, or, hell, Neal Stephenson (he's 46, you know)?

      Young people generally have the advantage that they're poor, desparate to make their mark on the world, too inexperienced to know what they're doing is stupid. Their brains also have a higher degree of plasticity, but this countered on the other end of the scale by the experience and wisdom that comes with age. What happens to older artists is that they get rich when they're 30 and are too busy with the trappings of fame and fortune to really produce anything good after that. After all, I don't think the decline in the Harry Potter books is because Rowling (not a spring chicken, by the way, she's 40) is now incapable of true innovation, but because she's writing big sloppy books as fast as she can. She knows they'll sell and her dedication to the craft of writing has become lax.

    4. Re:Uh... yeah.... by DarkGreenNight · · Score: 1

      Completely true. I've hit 30 and I'm as creative (if not more) as I was when younger (*). Not only that, but I have the experience that helps me to notice the difficulties that can be encountered and generaly bad ideas. Only that I'm not working in the game industry.

      (*) Well, I'm mostly as creative as I was, except that I'm burnt out with my job and I try not spent a single second thinking about it in creative ways. I just try to solve what I have before me and keep going. So I'd say that I agree with the FA.

    5. Re:Uh... yeah.... by Andrzej+Sawicki · · Score: 2, Insightful

      And speaking of games, take Will Wright and his Spore project...

    6. Re:Uh... yeah.... by Anonymous Coward · · Score: 0

      If you think most people lose their creative spark by 30, look at the average of art directors and creatives in advertising firms.

      That just confirms the grandparent's point.

    7. Re:Uh... yeah.... by Anonymous Coward · · Score: 2, Informative

      Who the hell marked this as insightful?!? Creativity is not generally age related, but I'd hardly be surprised to find that in most (but not all) people it drops off significantly when they're put under too much pressure. Did you actually RTFA? OK, that's probably a stupid question. Think of the following authors whose creative output was most significant after the age of 30:

      J.R.R. Tolkein
      C.S. Lewis
      J.K. Rowling

      (In fact just think how many authors publish their first novel *after* turning 30: loads.)

      And what about the film industry? Steven Spielberg? Peter Jackson? Ridley Scott? George Lucas? (Oh wait... sorry, I didn't mean that last one, but you get the picture.)

      Oi! Mods! WAKE UP!!!!

    8. Re:Uh... yeah.... by orac2 · · Score: 1

      Most of them have long since lost that creative spark by the time they're thirty anyway.

      This would make video game design almost unique in the annals of human creativity. I think the only field were the phenomenon of people doing their most creative work by 30 is actually well substantiated and documented is in mathematics, a very different field to game design and one much closer to programming, which you state is not subject to this effect anyway (and even in math, there are exceptions, c.f. Andrew Wiles.

      As the article points out, how crazy would it be if movies or books were only made by twenty somethings with less than five years experience? Speilberg never would have made E.T., let alone Schindler's List. And I'm sorry, I just have difficultly believing that the creative spark required for video games is so much more intense that that which burned in Picasso when he painted Guernica at age 56, or in Bach when he wrote his Mass in B Minor in his sixties. Heck, the guy who created Tetris was 29 when he did it, around the time his mojo should had been well on the way out in your thesis.

      I think we must be careful not to engage in circular reasoning: i.e. "There are no good game designers over thirty because there are no good game designers over thirty." Before positing a mysterious intrinsic evaporation in game design skills, would it not make more sense to examine the substantive causes discussed in the article: immature work practices contributing to early burnout? If a programmer gets sick of video games, there are many other applications areas they can get stuck into and still be programming, and even programming at the bleeding edge: the fundamental nature of their job has not changed. And they still have the option to return to games, perhaps seasoned with alternate approaches. But for a game designer, well, there's not much for it but to change careers, and it's very hard to return after developing an alternative career -- even if they're still in the game industry, the fundamental nature of their job will have changed considerably.

      I would suggest that if video game developers adopted more mature work practices, we would start to see great designs by thirty somethings in a few years, as the current crop of designers don't burn out, but continue innovating, and probably in very surprising ways when they bring not just a wealth of design experience, but are in a better position to integrate life and cultural experience too because they haven't been chained to their keyboards the whole time.

      --
      "Just once, I'd like to meet an alien menace that wasn't immune to bullets." -- The Brigadier, Dr. Who
    9. Re:Uh... yeah.... by rossifer · · Score: 1

      Most of them have long since lost that creative spark by the time they're thirty anyway.

      Interesting supposition, except for the troublesome little observation that truly* creative people get more creative with age. Like most skills, the more you practice it, the better you get.

      Perhaps what you meant was, "Most of them (creative people working in game companies) have long since burned out by the time they're thirty anyway." which I would agree with.

      And that's exactly the problem we're all talking about, so welcome aboard!

      Regards,
      Ross

      I say "truly creative people" because there are people who have a knack for drawing but have no passion, and yeah, those people get bored and are constantly griping, even in the best of circumstances.

    10. Re:Uh... yeah.... by vertinox · · Score: 1

      For example, if the artist is going to generate an elf character ... that might typically involve one day of inspiration, and two weeks of pixel pushing.

      Thats not how it always works in 3d modeling with larger companies. Chances an full time artist will make a pre-design sketch of an elf the old fasion way with pen, paper, ink, paint, or what have you... This gets approved by art manager and then passed on to modeling. This usually involves a pose with front and side profile.

      The 3d modelers take this art and scan it... From there they model the 3d character based around the art in Maya or 3d studio based exactly on what the sketch (or rough sketch) getting the polys down and getting the skin wrapped around correctly. These guys are artists per say but generally don't need inspiration like the hand drawn guys.

      However, in smaller companies (indie developers) chances are that this position is combined and may work quite different depending on whoever is doing it.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    11. Re:Uh... yeah.... by Surt · · Score: 1

      Indeed, I can see a company doing it that way as well, though I don't think it changes my point: the 'inspiration' / 'hand drawn art' phase of development is not where the bottleneck and the overworked hours lie.

      I worked on several titles, every one of them had literally piles of concept art that wasn't used due to lack of resources on the modelling/programming end.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    12. Re:Uh... yeah.... by d0hboy · · Score: 1

      Most of them have long since lost that creative spark by the time they're thirty anyway. This is straying from the intent of the article's reasoning, but there's a study that mentions getting married tends to lower your 'creative spark', although they were specifically talking about men.

    13. Re:Uh... yeah.... by Anonymous Coward · · Score: 0

      MOD PARENT UP!
      Why are mods so cranky lately? That is a funny post!!!

    14. Re:Uh... yeah.... by Anonymous Coward · · Score: 0
    15. Re:Uh... yeah.... by sgbett · · Score: 0

      By 30 your typical game designers salaray isn't conducive to the life one might expect at that age either in my experience.

      --
      Invaders must die
    16. Re:Uh... yeah.... by dgatwood · · Score: 1
      No, I meant that it is a time-tested truth that the people who are best at writing a particular genre of software are those who use it regularly. While some people do still play games into their thirties, they aren't the majority. The older you get, the less you play games. Therefore, by definition, the older you get, the less in touch with the youth (the primary demographic of games) you will be.

      Flamebait? You betcha. But remember that just because I'm cynical, it doesn't necessarily mean I'm wrong.

      --

      Check out my sci-fi/humor trilogy at PatriotsBooks.

    17. Re:Uh... yeah.... by admactanium · · Score: 1
      If you think most people lose their creative spark by 30, look at the average of art directors and creatives in advertising firms. It's not that different from engineering, it takes time to get good at it.
      actually that's not the best example. most creatives in ad agencies are moving into middle or upper management (associate creative directing, creative directing) by their mid-30's if they're worth their salt. the creative director job description is quite different than being an in-the-trenches creative. and a significant percentage of people burn-out of the business before they even hit that age. of my friends probably 1/3 to 1/2 of them had dropped out of the traditional ad agency structure by 32. lots of creatives try to jump into other fields altogether (directing, screenwriting, writing long form) if they're not interested in creative direction or management. only a few of my friends have continued full-force in the ad business at all much less as a day-to-day creative. many of us have gone freelance to have time to pursue other interests or gotten up to acd or cd level so they don't have to bust ass as much as they did when they were younger.
    18. Re:Uh... yeah.... by orac2 · · Score: 3, Interesting

      The older you get, the less you play games. .

      Sorry. The average age of a gamer is 28 -- or at least it was three years ago when I needed that stat for a story. The Entertainment Software Association has been showing a steady increase in the average age of gamers for years, due to the fact that the original Gen X gamers are getting older but actually don't stop playing games, according to the head of ESA (who made this point a centerpiece of his keynote address at E3 in, oh, 2001), so I'm willing to bet the average age has risen by a year or two already. The ESA's current stats indicate that 39% of frequent players are over 35 years old. So if the majority of gamers aren't over the age of thirty already, it won't be long before they are. Therefore, by your own logic, it'll be even more important to hang on to designers in their thirties.

      just because I'm cynical, it doesn't necessarily mean I'm wrong.

      It doesn't make you right either. :)

      --
      "Just once, I'd like to meet an alien menace that wasn't immune to bullets." -- The Brigadier, Dr. Who
    19. Re:Uh... yeah.... by mgabrys_sf · · Score: 1

      Here's one that seems to contradict your logic - KLOV members - who park their basements and garages full of games they played in their youth have an interesting age spread:

      http://forums.webmagic.com/ubbthreads/showflat.php ?Cat=0&Board=UBB9&Number=229351&page=0&fpart=all

      Of course if you're going to be a hardcore game collector - it helps to have an income after 30 years of age. Some of the storage costs of the warehouse-set is more than a little significant. Now that's hardcore.

    20. Re:Uh... yeah.... by kn0tw0rk · · Score: 1

      Interesting article about marriage resulting in contentment for guys and thus lowering their testosterone, and thus reducing their creative output.

      I wonder if for guys that then get divorced do their testosterone levels go back up cause they have to compete for female attention again, and this also spark their creativity again?

      From personal experience, I did less art whilest married. And now that I'm single again I've done more pieces and IMO I think they are a whole lot more pleasing to look at than the ones I did in my late teens/early twenties. So in answer to my own question I would suspect that it would be yes. Any one else have any thoughts?

      --
      See my art -> http://herbevore.deviantart.com
    21. Re:Uh... yeah.... by Anonymous Coward · · Score: 0

      What a -1 streak it has been for you so far. Keep up the good work TROLL!!!

    22. Re:Uh... yeah.... by Anonymous Coward · · Score: 0

      HA!

    23. Re:Uh... yeah.... by Weedlekin · · Score: 1

      Not to mention the hours, and the fact that the project you're working (and therefore you) on can get canned at any moment

      --
      I'm not going to change your sheets again, Mr. Hastings.
    24. Re:Uh... yeah.... by Spazmania · · Score: 1

      What happens to older artists is that they get rich when they're 30 and are too busy with the trappings of fame and fortune to really produce anything good

      That's not the whole story. No one produces works of art in a vacuum. A successful person's interaction with others is different than a young cretin's.

      When you're a young whippersnapper everybody is willing to tell you that you've produced a piece of crap. The criticism, constructive and otherwise, helps you figure out how to improve the work until its truly good. Once you're successful your sycophants are a lot less willing to tell you that you suck. Without someone telling him he's wrong even the most dedicated, bright and creative individual can dive off into some really strange blind alleys.

      Michael Jackson. 'Nuff said.

      --
      Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
  3. You claim.. by romka1 · · Score: 5, Funny

    You publish an article that software designer is the one of the top 10 jobs to have :)

    --
    Visit my site @ http://www.madtorrent.com
    1. Re:You claim.. by Therilon · · Score: 1

      You do realize that there is a massive difference between a game designer and a software engineer, right?

    2. Re:You claim.. by 192939495969798999 · · Score: 1

      Right, but that article lumped them together, specifically mentioning game design as one of the "cool" perks of being a "software engineer".

      --
      stuff |
    3. Re:You claim.. by deathy_epl+ccs · · Score: 1

      Funny that in the game industry, coders are rarely allowed any involvement in design at all.

    4. Re:You claim.. by Anonymous Coward · · Score: 0

      Yeah, this is really funny. "'Software Engineer' is the best job in the world!", based on interviews with game developers. Then this?

      The previous article should be re-titled: "'Software Engineer' is the best job in the world: for me to poop on."

    5. Re:You claim.. by preppypoof · · Score: 2, Informative

      there is a difference between software engineer (which the article claims is the #1 job to have in America) and a game developer

    6. Re:You claim.. by Poeir · · Score: 1

      Not just software engineer, but did you notice the guy listed as having the best job works at EA on games? After that, I just couldn't take the article seriously.

      --
      Sigs are like bumper stickers.
    7. Re:You claim.. by hackstraw · · Score: 1


      Yeah, and if the game developers are so stressed out, maybe they should write a stress relieving game to enjoy after work.

      I envision a game where you can do whatever you want. I mean anything. Kill a cop. Its possible. Rape and/or kill a hooker. Its possible. Steal a car. Its possible. Run people over in your stolen car. Its possible. Shoot people, beat them up, Its possible.

      Man, a game like that would sell! I bet they could even make 3 or 4 sequels out of it.

    8. Re:You claim.. by a_nonamiss · · Score: 2, Funny

      You must be joking! A game like that would never sell! Rape, murder one, grand theft auto... nobody would want to commit these crimes in a virtual setting. Now maybe if you added some sort of hack that enabled you to go get some hot coffee or something...

      --
      -Arthur
      Cave ne ante ullas catapultas ambules
    9. Re:You claim.. by rainman_bc · · Score: 0, Redundant

      I envision a game where you can do whatever you want. I mean anything. Kill a cop. Its possible. Rape and/or kill a hooker. Its possible. Steal a car. Its possible. Run people over in your stolen car. Its possible. Shoot people, beat them up, Its possible.

      Never played postal 2 I take it??? It's pretty close to your vision... The best part was when you could shove your shotgun up the ass and of a kitty cat and shoot people through the cat. Friggin' hilarious..

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    10. Re:You claim.. by Anonymous Coward · · Score: 0

      No sense of humour.... and crap taste in crap games....

      You give gamers a bad name. A cat is not a silencer.

    11. Re:You claim.. by billster0808 · · Score: 1

      Wow, have you heard of this magical thing called sarcasm?

    12. Re:You claim.. by somersault · · Score: 1

      I know it's asinine, but I don't think you're actually raping a hooker if you're paying for it =p In GTA you can't get anything without paying, so basically there's nothing immoral about it, apart from the murdering and stealing and stuff ;)

      --
      which is totally what she said
    13. Re:You claim.. by hackstraw · · Score: 1

      I know it's asinine, but I don't think you're actually raping a hooker if you're paying for it =p

      No. Rape is a heinous crime that is typically defined something like unconsented sex that is obtained via force, threat, or intimidation.

      Prostitution is roughly defined as consented sex with a specific location and dollar amount for a specific act of sex.

      immoral about it, apart from the murdering and stealing and stuff

      Since when is it now immoral to kill and steal?

      At worst, they are a PITA if you get caught doing these acts by the wrong people.

    14. Re:You claim.. by somersault · · Score: 1

      well, I guess if you're going to ignore copyright law etc, you may as well start murdering too.. if something is still illegal but socially unacceptable, or is legal, does that make it moral? I think that most people would still count murder as quite a mean thing to do =p

      --
      which is totally what she said
  4. Open Job Security by Doc+Ruby · · Score: 1

    If more of the source code to these games were open, developers could be contributing not only to games with short lifecycles (and often dead ends before release). They'd also be contributing to systems usable for other simulations and telecommunications. Other UIs, networks, interaction engines. Their work would contribute to the overall telecom industry development. And their own skills would continue to be relevant to the actual platforms used throughout the industry, rather than going down the one-shot drain. And of course developers would have to spend less time learning unique platforms and environments for each project.

    --

    --
    make install -not war

    1. Re:Open Job Security by TrancePhreak · · Score: 0, Troll

      If more of the source code was open, less developers would be needed. As time goes on, less and less developers are needed, until finally none are needed and we end up with programmers out of jobs and large variety of the same game.

      --

      -]Phreak Out[-
    2. Re:Open Job Security by vertinox · · Score: 3, Informative

      If more of the source code was open, less developers would be needed. As time goes on, less and less developers are needed, until finally none are needed and we end up with programmers out of jobs and large variety of the same game.

      That's not true.

      Take John Carmack for example. He releases all his code with games after a while. Not only that... He's pretty much licensed out his engines to other companies before he does that. Yet we didn't see every single game using code from Quake or Doom and then ditching all their devs. In fact we usually see this companies hire on more.

      Secondly, most companies do this already through licensing... These days either they are licensing the Doom3 engine or Unreal Engines.

      That and others build from scratch depending on their needs.

      However, I would say that making this open source really helps fledgling devs to figure out the "how'd they do that?" kind of questions.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    3. Re:Open Job Security by mrchaotica · · Score: 4, Insightful
      As time goes on, less and less developers are needed, until finally none are needed and we end up with programmers out of jobs...
      Boo-frickin'-hoo. There's absolutely nothing wrong with that, except for you personally if you're a programmer and don't want to retrain. Otherwise, you should be glad that it would allow the former programmers to move on to new and interesting things.

      Your argument is a variation of the broken window fallacy, because you're saying that making things less efficient is good because it creates work. It's incorrect because if things were more efficient there would still be plenty of work, but it would go towards making progress rather than maintaining what we already have.
      [W]e end up with ... large variety[sic] of the same game.
      If that's a problem, then someone would hire programmers again to make new kinds of games.
      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    4. Re:Open Job Security by Alban · · Score: 1

      Most programmers who write game code are used to writing code within strict resource requirements (mem, CPU, etc), especially when it's for consoles (ps2, psp, etc). Depending on their role, most of them are also required to write code that can execute with very strict time limits.

      They basically touch fields such as rendering, networking, AI, performance & realtime, memory management.

      In the end, are you telling me that someone with even some of those skills could not find a job outside the gaming industry in less than a second? (They already fit pretty much any embedded programmer offering, and many more).

    5. Re:Open Job Security by TrancePhreak · · Score: 0, Troll

      No, you have the wrong idea. I'm not ok with that because it makes all my work worthless. I have a trade, and if you make all that I do free, then essentially my trade is worthless.

      What you free software Nazis seem to forget is that many companys develop technology and license it to other people. This is a much friendlier idea as it allows programmers to continue programming, and people get to use what they've made.

      --

      -]Phreak Out[-
    6. Re:Open Job Security by Anonymous Coward · · Score: 0

      The Broken Window Fallacy... isn't that what keeps all those MCSEs in their 65K/year jobs? :)

    7. Re:Open Job Security by Doc+Ruby · · Score: 1

      They'll fit even better when they find their familiar software platforms preceed them outside the game industry.

      --

      --
      make install -not war

    8. Re:Open Job Security by Junks+Jerzey · · Score: 1

      Take John Carmack for example. He releases all his code with games after a while. Not only that... He's pretty much licensed out his engines to other companies before he does that. Yet we didn't see every single game using code from Quake or Doom and then ditching all their devs. In fact we usually see this companies hire on more.

      Don't use John Carmack or id as an example of anything. They're essentially an indie developer that hit it big in the old days, made a ton of cash, and can do what they want. That's not the kind of developer the article is about.

    9. Re:Open Job Security by Thangodin · · Score: 2, Insightful

      No, open source game engines would mean that instead of paying a huge load of cash for an engine, that huge load of cash would be available to pay programmers to modify the engine. Instead of slave driving coders to build yet another throw away engine, they could concentrate on working on gameplay. And instead of needing a million dollars up front just to think about making a game, smaller developing houses might be able to compete, rather than see the industry whittled down to a handful of giant corporations who run sweatshops.

      If we're having trouble making a living, it's because we always have to go out and reinvent the wheel. Eventually people get sick of paying again and again for the same damn thing.

    10. Re:Open Job Security by Anonymous Coward · · Score: 1, Interesting

      No, you have the wrong idea. I'm not ok with that because it makes all my work worthless.

      Yes. I can understand why you would be upset if your work was suddenly made worthless. Emotionally, this is a very upsetting thing.

      However, it is also a necessary consequence of progress. New things (be they ideas, implementations, technologies, methodologies, or even just attitudes) always have an impact on old things. Often, new things make old things obsolete, or otherwise worthless.

      As upset as you can (rightfully) feel about having your old thing made worthless, the fact remains that it is an old thing, and it is now worthless. It is ok to be upset and cry and whatever, but it is NOT okay to pass stupid laws that keep your old thing valuable by stifling progress (be it technological or cultural). We don't want your old thing anymore, so you should not force it on us.

      Do not try to halt the march of ideas. You will be trampled.

    11. Re:Open Job Security by just+fiddling+around · · Score: 1
      See, the problem is that you use the wrong way of valuing your trade. Doing the same intellectual work twice has no real value to the world. On the other hand, building on previous work is of value to the world.

      Let me demonstrate:
      The whole scientific research world is built with a "free-software-style" etiquette; I mean, they give away to the world all the results of their work, don't they? And to use them, you don't have to hire the original discoverer to re-do their previous work. Following your line of reasoning, the researcher's trade has no value.

      --
      You're not old until regret takes the place of your dreams.
    12. Re:Open Job Security by Anonymous Coward · · Score: 0

      Well, lets think about that. Of what value is a researchers work when its just handed out to the world? The only thing of value from a researcher, such that he earns a paycheck, is the product that comes out because of his research. Otherwise, he doesn't actually get any monetary return from his work. This is why large companies have huge research and development departments that DON'T release their findings until their parent company has developed and released a product. Think before you speak, kthx =)

    13. Re:Open Job Security by Alban · · Score: 1

      Your (sarcastic, I take) reply implies that the only difficulty you see in software engineering is systems programming.

    14. Re:Open Job Security by Tipa · · Score: 1

      That is so wrong. Every piece of code I have ever written is obsolete; gone. My skills formed writing DOS programs, writing FlexO/S, GEM drivers, all that stuff at Digital Research, everything I did at Symantec, everything I did contracting at Apple, are all gone.

      And every one of those projects was closed. So people can't even resurrect them for their own use, giving me some salable expertise, instead of a long list of wasted development effort.

      I might as well have spent twenty years digging holes and filling them up again.

      Open the software. Open it all. The ONLY code that survives from my entire career as a software engineer? A battleship game that I think ships with OpenBSD now, and a 1986 Obfuscated 'C' contest winner. Both open source.

      Wish everything I had written was.

    15. Re:Open Job Security by Anonymous Coward · · Score: 0

      "If more of the source code to these games were open"

      What ever, then we would end up with crap games with crappy looking interfaces, in beta for life this will be fixed in next beta release crap, just like linux crap games.

      No thanks.

    16. Re:Open Job Security by Jetekus · · Score: 1

      Congratulations! You godwinned a thread about computer game programmers! Quite a feat...

    17. Re:Open Job Security by Jetekus · · Score: 1
      Exactly! It reminds me of an advert that used to be on the wall in our IT labs at school. It was by IBM, in response to people complaining about being put out of a job by computers:

      A man was watching a mechanical digger digging a hole on a building site and said to his friend, "If it wasn't for that machine, six men with shovels could be working on that, to which his friend replied, "And if it wasn't for your shovels, 36 men with spoons could be."

    18. Re:Open Job Security by mrchaotica · · Score: 1
      No, you have the wrong idea. I'm not ok with that because it makes all my work worthless. I have a trade, and if you make all that I do free, then essentially my trade is worthless.
      No, I completely understand your position. I'm just saying that it's exactly the same one the buggy-whip manufacturers had upon the invention of the automobile (and that the RIAA has with the advent of Internet distribution of music), and that you're going to just have to suck it up and adapt.

      In other words, things change. Either you run with progress, or it will run you over. Deal with it.

      Oh, by the way: this applies to everything in the Real World, not just software, and pointing out a universal truth does not make me a "free software NAZI!"
      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    19. Re:Open Job Security by Sj0 · · Score: 1

      This is the most ill-thought out arguement ever. Why? Because people who want to get paid for their work will have to do a good job, or people will go "Fuck you and the horse you rode in on" and buy from someone else. You know, just like they do already?

      Go crawl into a hole and die.

      --
      It's been a long time.
    20. Re:Open Job Security by Ford+Prefect · · Score: 1

      Not sure if it's anything you worked on, but a lot of GEM source code was released under the GPL a few years back. Hope it's of some use to someone, anyway!

      --
      Tedious Bloggy Stuff - hooray?
    21. Re:Open Job Security by Doc+Ruby · · Score: 1

      No, I mean that even good programmers in demand are in even more demand when their skills make use of widespread code environments. Which could be apps as well as OS'es - in fact, the context in which I commented implies apps, not OS'es. I don't understand your inference at all.

      --

      --
      make install -not war

    22. Re:Open Job Security by TrancePhreak · · Score: 1

      Who pays the first company to build their engine so the rest can take it? Seems like a really bad situation for the first company to do it. This is also why iD releases their old engine, and not their current one. As much as their games sell, I'm sure it's not enough to cover the costs of an engine + game.

      --

      -]Phreak Out[-
    23. Re:Open Job Security by TrancePhreak · · Score: 1

      They release their old engine after the new one is the one people want and nobody is trying to license the old one. DOOM3 came out and it still took a while for Quake 3 to be made public.

      If a fledgling dev doesn't know how to do something, he obviously isn't asking anyone or paying attention to what other companies are saying about their engines. There is also the Game Developers Conference with classes and papers on all the new ideas/technologies, Game Developer magazine, and ATI/NV release info on effects. There's basically no reason not to know how to do something, you just need the time to impliment it.

      --

      -]Phreak Out[-
    24. Re:Open Job Security by TrancePhreak · · Score: 1

      On the invention of the automobile, I could go to work for them since they would close out the need for buggies. On the release of all game source code, there would be no real need for the most of a team, just one person dedicated to putting the extra pieces in place. Since art is going to take you some time anyways, one person added the extras allows for a very relaxing schedule. So no, you're fallax allegory does not apply to everything.

      --

      -]Phreak Out[-
    25. Re:Open Job Security by Alban · · Score: 1

      Oh ok, what I thought you meant (by sarcasm) was that since most game developers work on platforms they won't meet outside of a game development job (speaking of consoles here, not PC), that once they leave the game dev arena they would actually have trouble on platfomrs they don't know.

      So, my bad!

    26. Re:Open Job Security by Doc+Ruby · · Score: 1

      It's a confusing world out there. I do think that once they leave the game dev arena they actually have trouble on platforms they don't know. But not any more than any other programmer does - maybe less, because they have to learn new specialized platforms more often in game dev.

      The point is that open source means more code reuse means more familiar environments and tools for developers means more productivity. That you could be confused by my statement, thinking it irony, shows how used to the trap we are.

      --

      --
      make install -not war

  5. Education by Penguinoflight · · Score: 3, Interesting

    The question seems retorical but I'll answer it anyway. If the people being hired are all 25 years old, the problem will remain. I have seen more and more offerings or game developer educations. Most of these are reduced computer science programs at universities, which frankly doesn't solve the problem. Recruiting earlier will require a lower education program which teaches programming. Perhaps special programs at high schools, or more likely compartmentalized education from certification schools. I'm not sure if an option like these would help developers or not, but it seems logical for it to be an option if publishers want better developers to work with.

    --
    "And we have seen and do testify that the Father sent the Son to be the Savior of the World"
    1 John 4:14
    1. Re:Education by mrchaotica · · Score: 4, Interesting
      If the people being hired are all 25 years old...
      Speaking of which, it could be that people over 30 are being forced out because the game companies are only willing to hire [exploitable] recent college grads. It's not that 30-year-old programmers want to stop making games, it's just that no game companies will give them fair compensation and healthy working conditions, and they're no longer naive enough to get screwed over!
      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    2. Re:Education by Jonboy+X · · Score: 2, Insightful

      Speaking of which, it could be that people over 30 are being forced out because the game companies are only willing to hire [exploitable] recent college grads. It's not that 30-year-old programmers want to stop making games, it's just that no game companies will give them fair compensation and healthy working conditions, and they're no longer naive enough to get screwed over!

      So, put another way, few coders over 30 is stupid enough to work for a game development outfit. That's like saying McDonald's discriminates against people who want to make more than minimum wage or don't like getting burned by hot oil.

      --

      "In a 32-bit world, you're a 2-bit user. You've got your own newsgroup, alt.total.loser." -Weird Al
    3. Re:Education by Karl+Cocknozzle · · Score: 4, Insightful
      It's not that 30-year-old programmers want to stop making games, it's just that no game companies will give them fair compensation and healthy working conditions, and they're no longer naive enough to get screwed over!

      I think THIS might be a little closer to the explanation than any "loss of creative spark." A 30-year old developer likely has a wife/husband and is approaching the age where they either have kids or don't. That urge to reproduce has moved more than a few high-stress-job professionals to seek jobs with less stress/hours required because they decided a pile of money doesn't balance out "No family life whatsoever."

      Funny how that "no family life" thing isn't in the ads/job descriptions for these positions...
      --
      Who did what now?
    4. Re:Education by UnknownSoldier · · Score: 0, Troll

      Ahhh, to be ignorant and naive again...
      If you haven't worked in the games industry, don't go around making bad analogies.

      When was the last time McDonald's had "crunch time" ?

      --
      MMORPG gamer: "Check out this phat loot of this mob!"
      Translation: There is nothing wrong with virtual dolls/dressup for boys!

    5. Re:Education by 49152 · · Score: 1

      >So, put another way, few coders over 30 is stupid enough to work for a game
      >development outfit. That's like saying McDonald's discriminates against people who
      >want to make more than minimum wage or don't like getting burned by hot oil.

      No, not at all.

      It is like saying few people over 30 is stupid enough to work minimum wages getting burned by hot oil at McDonald's, which in my experience generally holds true. Most people over 30 working at McDonalds are either the boss or sad cases that for some reason cannot get any better job (no education etc).

      This is not a case of discrimination, it is a fact of life. Young people are generally more naive and easier to exploit.

    6. Re:Education by cliffski · · Score: 2, Insightful

      amen. thats exactly the problem. But the solution is simple. If you want to actually make fun games rather than licenced pap or sequels, you quit your job and go do it yourself. Bedroom coding is now easier and more viable than ever. The myth that you need a team of 50 people to make a video games has always been nonsense, and is perpetuated now only by 'industry figures' who are scared of their talented developers leaving to go it alone.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    7. Re:Education by Not_Wiggins · · Score: 1

      Related, but not exactly, is the plight of software development in general. While there is a professed need by industry for engineers, there's also little incentive for the silver back to stay around.

      For example, Java has available to the public since 1994. I happen to be a Java developer. I work with a person who has been developing for much longer than I have (in another language). We both started with Java at the same time. So, after 5 years, we both have 5 years of experience with the language (which seems to be an adequate amount of time to comfortably state "I know what I'm doing").

      What's the biggest difference between us? Even if you say we do nearly exactly the same level of work in Java, he's getting paid nearly twice as much because he's been with the company for 20 years.

      How can it ever be in a company's interest to pay someone so much money for the same level/quality of work as someone that makes half as much? Why not hire two of "me?"

      I know the parent post is about the gaming industry and people leaving because they figured out they aren't getting compensated properly. On the flip-side, what benefit is it to a game company to keep those people around longer? Are games (the ones that make it to market) no longer selling multi-millions of copies because quality is too low? Are game companies that develop games that don't make it to market better off from having paid more money on an abandoned project?

      The problem isn't that skilled people are leaving. The problem is that there are very rare circumstances where such vast experience is worth paying for. And that makes me sad because I enjoy development, but I need to make a career switch before I outgrow my financial usefulness.

      --
      Diplomacy is the art of saying, "Nice doggie!" until you can find a rock.
    8. Re:Education by Jonboy+X · · Score: 1

      This is not a case of discrimination, it is a fact of life. Young people are generally more naive and easier to exploit.

      Bingo! That's the point I was attempting to make in the first place. Game companies aren't discriminating against older coders. They're just selecting for suckers...who happen to be disproportionately young.

      --

      "In a 32-bit world, you're a 2-bit user. You've got your own newsgroup, alt.total.loser." -Weird Al
    9. Re:Education by telbij · · Score: 1

      This is not a case of discrimination, it is a fact of life. Young people are generally more naive and easier to exploit.

      Or maybe also because it's harder to get a job without a lot experience?

    10. Re:Education by sgtrock · · Score: 1
      What's the biggest difference between us? Even if you say we do nearly exactly the same level of work in Java, he's getting paid nearly twice as much because he's been with the company for 20 years.

      How can it ever be in a company's interest to pay someone so much money for the same level/quality of work as someone that makes half as much? Why not hire two of "me?"


      Because he knows the company, the industry that the company competes in, and the company's systems. All are very valuable commodities that can only be learned over time. Only companies that prefer to constantly re-invent the wheel think it's a good idea to throw out their experienced staff and replace them with kids fresh out of school.

      Granted, many companies do take this approach. Most don't perform well over the long haul, though.
    11. Re:Education by lgw · · Score: 2, Insightful

      When was the last time McDonald's had "crunch time" ?

      You've never worked in fast food, have you? The job get *very* stressful when demand exceeds the fixed ability of the kitchen to produce. It's just a different time-scale.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    12. Re:Education by hazem · · Score: 1

      Every day from 11:30 to 1:30 or so.

      It's been many years since I worked at McDonalds, but we had a crunch time every day from about 11:30 to 1:30. In a way, it was nice because the time just flew. On the other hand, it was quite stressful because there was a very high level of expection of performance and accuarcy.

      Then, since we were close to the town's concert venue, we always got slammed before concerts.

      We were in just as much of a position to lose our jobs as any game developer for screwing up - so the stress was there, and it was real. Managers were evaluated daily on all kinds of metrics; their stress naturally flowed to us as well.

    13. Re:Education by Politburo · · Score: 1

      When was the last time McDonald's had "crunch time" ?

      Ever been at an understaffed McDonald's? (That'd be just about all of them, btw) The alarms that start going off when the fryers are not tended to in time make you think WWIII is starting.

    14. Re:Education by IamTheRealMike · · Score: 2, Insightful

      How do you know that you two produce the same level of work? Even if you compare raw code, how do you know that the guys extra experience is worthless? Can the guy spot a race in 5 seconds of looking at the code? If so, can you? Java is a very, very limited language (designed to be ...) and it's hard to tell coders apart just by looking at Java code. But that's OK - being a "good coder" is a whole lot more than knowing Java.

    15. Re:Education by Foolicious · · Score: 1

      When was the last time McDonald's had "crunch time" ?

      I'm not sure about McDonald's itself, but I'd say pretty much every time I bite into a fresh, hot and crispy McDonald's french fry would be my own personal "crunch time".

      --
      Please don't use "umm" or "err" or "erm".
    16. Re:Education by heazlett · · Score: 1

      That 'different time-scale' is the key. When a game developer (like me!) is in 'crunch time', it's not a daily event, it's a lifestyle. Working 60-80 hour weeks for months at a time is not even remotely comparable to the lunch-rush at a restaurant. .nathan

    17. Re:Education by thevoice99 · · Score: 1

      Bedroom coding would work if games didn't require art, sound, and other creative assets. In terms of game budget and man power, a minority of it is spent in the technical department. This is why game developers license engines. It allows them to focus a majority of their time and resources on designing the game and implementing all the creative assets neccessary.

    18. Re:Education by cliffski · · Score: 1

      that depends on genre though. there are many game styles that cab get by with minimal art needs.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    19. Re:Education by UnknownSoldier · · Score: 1

      Since obviously most the reply here don't have a fucking clue what "crunch time" is, let me explain it:

      * Working 60-80 hours.
      * Crashing at the office.
      * On call, 24 hrs

      "Cruch Time" at Mickey D's is a joke compared to what the game industry goes through.

    20. Re:Education by mrchaotica · · Score: 1

      And now you know why Spore is so revolutionary: they figured out how to avoid making all the artwork by hand. That's the kind of technique that will be necessary for just about all indie games going forward, I think.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    21. Re:Education by Not_Wiggins · · Score: 1

      Oh, I agree with you that being a good coder is more than just knowing Java.

      Can the COBOL programmer with 18 years of experience spot OO design issues? Some can, but most in my experience don't have the mindset to make the paradigm shift. That is not to pick on COBOL guys... this is true of anyone that is grooved into a set of "rules/thinking" and is suddenly shifted way outside of a comfort zone. If I had always only worked in OO, I might find structured programming equally difficult to get into (COBOL, for example).

      But, let's for argument sake say that someone with a background in tech is going to be bright/flexible enough throughout his entire career to pick up a new tech at the same rate as a newer person who has the same aptitude but not the experience.

      I think a lot of businesses (right or wrong) look at the value produced by those two people and compare the price tag. They expect the person that costs twice as much to bring twice as much "value" in some way... whether that be quality of code, amount produced, time to project completion, etc.

      I believe there's a threshhold at which more experience is simply "more." I don't believe, for example, that a guy coding a user authentication system for the 20th time makes will make it much better than the guy coding it for the 15th time.

      There's a "sweet spot" within a career where one hits the right balance of pay for experience. But after that point, he simply becomes more expensive for less incremental value. It then means that salaries have to stop growing or, more likely, the more expensive person is replaced with someone with near equivalent abilities, but at a lower price tag.

      And if any organization has people that "can't be replaced" because of system knowledge, then that also represents a problem within that organization.

      Try to look beyond my use of Java specifically; I referenced it merely as a technology-du-jour. In 10 years, I'd be facing the same limitations when (insert new paradigm) is created.

      --
      Diplomacy is the art of saying, "Nice doggie!" until you can find a rock.
    22. Re:Education by s_p_oneil · · Score: 1

      What pile of money? Programmers working in the game industry generally make a lot less than programmers working in other parts of the industry, and they generally get abused a lot more by their employers. Many game developers make a salary that would come very close to minimum wage if they were paid the same amount as an hourly rate (plus overtime). To make matters worse, most startup game companies fold as soon as, or even before, their first game is published. This is true even for popular games. So you get practically no money, get worked into the ground, and have almost no job security.

      For the most part, the only developers willing to put up with this are really young and just begging to be exploited. Some think it's "cool" to work at a game company, and that it will hardly feel like working (which is far from true). Some seem to think they'll become rich and famous, but that almost never happens to game developers. It has happened for some game designers (i.e. Will Wright, Sid Mieir, John Carmack), but that's not who we're talking about. Yes, I know John Carmack is primarily referred to as a developer, but if his game design for Doom hadn't been awesome, no one would know his name.

      I do graphics/game development as a hobby in my spare time (sponeil.org), so I'm not just blowing smoke. I've gotten a number of job offers from game companies, and most of them have made me laugh. Some offers have actually been less than 1/4th my current salary (which I only have to work 40 hours a week for), brimming with the promise of lots of overtime followed by being laid off.

    23. Re:Education by somersault · · Score: 1

      I actually feel that bedroom coding is a lot less viable these days.. I had fun coding when I was younger, and planned on getting a job in a games company.. it's kind of weird, at the moment I'm doing IT support, and I haven't really dont much programming since going to Uni! Mostly because of being introduced to the concept of having a social life, but at the moment, I dont feel I could get into games coding very easily again, because everything these days seems to have to have fancy models/animations etc. I could likely even make models, animation and art myself even, as the tools to do it are much more widespread and cheaper these days.. but still.. the freeware/shareware scene on the PC is crap compared to what it was for the Mac and Amiga (which is what I used when I was younger). I enjoy making games, though I'd like people to play my games also (and also pay a small fee to 'encourage' me, though since I would likely release the source for my games, I guess I'd just have to rely on donations). Actually, now that I have a full time job, I still would prefer to have a social life in my spare time. I'd love to code, but for me it takes a certain frame of mind, that isn't easy to switch in and out of, so it would either be coding with very little social life, or just no coding at all :/ Maybe if I can get my girlfriend to work on making a game with me it could work, heh :)

      --
      which is totally what she said
    24. Re:Education by lgw · · Score: 1

      Working a long week isn't necessarily stressful, if you enjoy the work. If you work that much at something you don't enjoy, stop. Just stop. Find an entry-level coding job somewhere else that pays the same and you can not-enjoy for 40 hours a week.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    25. Re:Education by hogan2051 · · Score: 1

      Dude, that is so true. The all-nighter stay wired up on 10 cups of coffee gotta make the deadline crap gets real old real quickly. When you approach 30 and realize there is more to life than sitting in front of a computer monitor a panicky sweaty mess all of the time it finally hits you, there's life out there somewhere. Money is certainly not everything. Programming is definately a burn-out profession that is not worth the 10+ alsers and painful deadline crunches.

    26. Re:Education by Anonymous Coward · · Score: 0

      few coders over 30 is stupid enough to work for a game development outfit. That's like saying McDonald's discriminates against people who want to make more than minimum wage or don't like getting burned by hot oil.

      Game Dev is only fry cooks turning out orders as fast as they can. We need to be able to have chefs.

  6. Maybe this is a good thing in the long run by goldcd · · Score: 5, Interesting

    I can honestly say I don't want what 99% of these people make in their 5 years at the grindstone in full time game development.
    Now these people must have got into it initially for the love of games - and even if they jack it all in and get a 'real' job, I assume they'll still like games.
    We're going to end up with a huge glut of people with real jobs (i.e. can do whatever they want) moonlighting in the evenings making quality mods, small games for online distribution etc etc.
    Much more what I want to buy anyway and should be a nice bit of fresh air

    1. Re:Maybe this is a good thing in the long run by Anonymous Coward · · Score: 0

      "real jobs (i.e. can do whatever they want) moonlighting in the evenings making quality mods, small games for online distribution etc etc."

      Just based on my personal experience I don't see how anyone who holds down a "real" job and a family is going to have the time or energy to sit around writing mods or marketable games.

    2. Re:Maybe this is a good thing in the long run by __aaclcg7560 · · Score: 1

      Even when I worked in the video game industry for six years, I didn't have time to work on my Quake 2 map. After testing 50+ video games and lead tester for 10 titles, playing video games much less building mods was not something I'll do with my free time. I spent all my free time learning to program and getting certifications to get a job outside of the video game industry, which got me branded as not a team player during my reviews. Now I work on a IT help desk making the same amount of money working 40 hours when I worked 80 hours a week at Atari.

    3. Re:Maybe this is a good thing in the long run by Osty · · Score: 1

      Now these people must have got into it initially for the love of games

      Not necessarily. Maybe they got into it to tighten up the graphics on level 3.

    4. Re:Maybe this is a good thing in the long run by cgenman · · Score: 1

      Trust me: the reason why you're getting derivative clones is because these people haven't been around for a while. Once you've made 20 titles, you can afford to take risks. When you're making your second one, you don't really know what it is you're doing and can't afford to mess up your career. You also can't push your weight around with a publisher to get something original made.

      We need more people with experience. The problem isn't these people necessarily, but rather lack of practice at the craft combined with a lack of comfort level required to try new things. Why else would everything come off as a bit immature and undercooked?

    5. Re:Maybe this is a good thing in the long run by BetMonty · · Score: 1

      Sadly, I don't think what you're suggesting is actually possible, as much as I would also like it to be. Like the earlier poster who claims you can make top quality games alone, this is wishful thinking. The fact is that you /do/ need a team of top talent working with you to make great games now a days, this is because what we consider a "great game" has changed vastly from the days when those of us now in our 30s experienced our first "great games."

      It's not just a perception issue, either, sadly. It's also a production issue: The smaller the team, the easier it is to allow production inefficiencies to grow.

      I know that sounds backwards, but it's not. You gain a LOT with a small team, one of those things is a sort of "private language" that allows the team to take a lot of shortcuts and make what seem like incredible productivity gains, but it comes at a price. That's one of the major traps; these shortcuts are one step away from the bad practices that the author of the article is talking about, and over time they slip into bad practices as these small teams start to take more and more shortcuts. Eventually you start think that you're making productivity gains that you aren't actually making -- you're making your game worse instead, the whole time thinking you're awesome for doing it alone or with so few people.

      Trust me, I've worked on small teams with as few as 6 people on them and we felt all powerful while we worked, but when it came time to go to E3 and show our product to publishers we were *always* blown right of the water by the work being done by big teams. The difference in quality was stunning. There's something about a lot of people's livelihood being on the line that makes them all stand up and pay more attention. (in truth it's the "best practices" that you have to adopt to make working on a live team even possible that creates the difference in quality, pardon my cynicism there)

      Of course, money does have a lot to do with it, but not so much in a "where's my paycheck" way. We techo-snobs might be perfectly happy with an indy game or mod that looks like it was made in 1989, but joe-sixpack will look at that same game and say, "Sheeeeeeeit, what's wrong with that thang? It's like roadkill, only you can't eats it." The thing is: Joe-sixpack is the guy supplying the revenue for the industry, the rest of us make up less than a 3rd of the pie. That means we have to use the latest technology, spend millions to create hollywood quality (often better on the top tier games) art and invest more millions in the time and hardware required to make any of that happen. Small teams just can't do it; hundreds of them, maybe even thousands, die trying every year. Even the successful ones can only ever manage to approximate the look, feel and quality of the top tier games being put out by the top mega-studios. Sad as that is, it really does take large teams and lots of resources to compete now a days.

      Of course, you can slip down that same road with large teams, too. The last game I worked on, an MMO that releases in the next few days, had 48 people on it. (a medium sized team in the industry) We thought we had this great rapport and were making all the right shortcuts and decisions, but when we showed the game to the public, they were so unhappy with it that we had to push the game back almost a year in order to go back to the drawing board and get it right. Even now, as the game's preorder customers get their hands on the retail product, they're finding it's still buggy and the graphics aren't as good as some MMOs made by teams with 3 times the staff and nigh infinite resources. 48 people and we were still making all the mistakes of your typical small team effort...

      So, sorry to burst the bubble around all our dreams of cool indy games making a comeback because people get fed up with the grind at the big studios, but it's not going to happen. At least, not on any console and not for any game sold through a store. Platforms like Steam offer som

    6. Re:Maybe this is a good thing in the long run by Anonymous Coward · · Score: 0

      There's something about a lot of people's livelihood being on the line that makes them all stand up and pay more attention.

      You wouldn't happen to be an executive producer at EA, by any chance?

  7. too easy by Anonymous Coward · · Score: 0

    How can an industry truly grow, and an art form evolve, if everyone is gone by the time they hit 30?

    Oh, this is way too easy. The answer is by making sequels!

    1. Re:too easy by Anonymous Coward · · Score: 0

      But they're already doing that! I wonder which game takes the "most sequels" crown? I think it'd have to be Final Fantasy, since I seem to recall they're up to their 12th game in that series. Megaman definitely gets a mention - I know they're up to eight, and maybe as many as 10.

      Then, of course, there are the sports games. I'm not entirely sure I'd call them full sequels, though, since the basic game they simulate doesn't change. Some seem more like expansion packs than true sequels. Still, some of those have to be coming close to 10 games.

      But that still leaves Final Fantasy as Sequel King, with 12 games in the series.

    2. Re:too easy by voice_of_all_reason · · Score: 1

      Poor Mystic Quest :(

      It's like that wierd uncle no one talks to at family get-togethers.

    3. Re:too easy by Anonymous Coward · · Score: 0

      Final Fantasy is really more of a genere than a series. Each game is a standalone story, and the plots never connect. I think it is more valid to judge sequels by their crappyness. If we do that, the many many Madden NFL games take the crown with no competition.

    4. Re:too easy by 91degrees · · Score: 1

      It all depends on what you count as a sequel. Could you count Doom 3 as the latest version of the Wolfenstein series, for example? Wolf3d, Doom, and Quake are all largely the same game. And the popular (in Europe) Championship Manager Football Management games have an update every year which is almost the same game but with latest data, and some improvements. Counting each They're on version 13 or so. And Pacman has had a huge number of spin offs.

      Final Fantasy is most likely the game with the most numbered sequels.

    5. Re:too easy by Anonymous Coward · · Score: 0

      My definition of a sequel is simply any game that reuses the same title as a previous game. This doesn't include "spin-offs" like Megaman X and Megaman Legends. But it does count things like "GTA3: San Andreas".

      (Megaman X is kinda a gray area, though. It's essentially identical to Megaman. Adding in the six or so Megaman X games to Megaman would likely take the Sequel Crown away from Final Fantasy, but if you're going to count Megaman X, then all the various Final Fantasy spinoffs (Mystic Quest, Tactics, those GB ones) likely ought to be counted too.)

      As for things like the Madden games, I really view the new version each year as more of an expansion pack than a true sequel. But that's debatable.

      Even so, with talk of Final Fantasy 13 being shown at E3, and Square-Enix's other flagship game being up to 8, it's quite apparent that Square-Enix is more than willing to simply churn out sequels.

    6. Re:too easy by seabre · · Score: 1
      Actually, I'm pretty sure Mega Man has something like...15+ sequels.

      There's the classic series (8 games total)

      and the "X" series which is basically a continuation of the classic series (which is also up to 8)

      plus various runoffs on GBA (Mega Man Zero, etc.) I don't know how many are in the zero series, but I'm very certain all of the games in the classic,zero, and X series tie into each other plot wise..

  8. gotta stay with the times! by moochfish · · Score: 1

    Suckers! Obviously, they haven't heard the big news!

    1. Re:gotta stay with the times! by pedalman · · Score: 0
      "Suckers! Obviously, they haven't heard the big news [slashdot.org]!"
      Perhaps they are too busy creating games to be reading Slashdot.
      --
      Friends don't let friends line-dance.
  9. Stress level B is a different job by 192939495969798999 · · Score: 1

    From TFA of that "top 10" list, they say that the stress level grade for a software engineer is B. I can't imagine a software development job where the stress level would be B, but it must be a very cushy software job. Most I'd say were stress level C at best, especially game developers. Sure, technically software engineering pays a lot of money because of supply & demand, but many positions pay a lot because of how stressful it is.

    --
    stuff |
    1. Re:Stress level B is a different job by Cornflake917 · · Score: 1

      Most I'd say were stress level C at best, especially game developers.

      The amount of stress people feel are relative to what they are doing. Some people feel incredibly stressed when they have to submit a proposal to a project within a day. These type of people should become a highrise construnction worker for a week to get a more realistic idea of what "really stressed" is. I can think of many similar jobs that would make a project deadline seem like a walk in the park.

    2. Re:Stress level B is a different job by Anonymous Coward · · Score: 0

      From having worked in construction for a brief period let me tell you that you become used to the environment itself. Guys run around highrise construction sites like they were not bound by the law of gravity. The worst part of the job is that it is very dirty; you are constantly exposed to ear damaging noise, toxic chemicals, fumes, lung ruining dust, and the repetitiveness of it leaves you sore in the same places every day.

      If you make a mistake in construction you'll get fired if you aren't union, if you are really unlucky they'll make you fix it which means physically wrestling with it instead of just editing some code.

    3. Re:Stress level B is a different job by MaestroSartori · · Score: 3, Interesting

      There are different kinds of stress...

      I used to get quite stressed working in Burger King, for example, because we had hard-limited resources (fixed number of staff, fixed number of burgers, fixed rate of production etc) but very variable demand (we were in a place which could be either totally dead quiet, or hyper busy beyond our ability to serve). Now the job itself wasn't what made it stressful, it was dealing directly with customers who got irate because we were in a train station and if we didn't serve them quickly they could miss their train.

      Similarly, I often get a bit stressed in my job as a games developer. Not usually because of the work I have to do, but often the circumstances which I need to do it in. But not because I have game-buyers sitting around me telling me the game is gonna suck, either. Things like last-minute new content, demo work for shows like E3 or TGS conflicting with game production work, schedules which bear no relation to reality.

      Yeah, my job isn't dangerous like someone on a construction site, except when I plug a 110V American devkit into a 240V UK mains supply without a transformer (oops), but when I get stressed I do feel it just as much as I did in my no-thought-required job.

  10. developer stress by xamomike · · Score: 5, Interesting

    This doesn't just apply to game developers, but most software developers as well. It's a risky business, and for most innovation developers are forced to put their career, money/life savings on the line whenever an innovative product is developed. How can we be innovative when we can't pay our mortage payments?

    There aren't enough investors out there to put money on risky software development projects, so we are often forced to take big risks ourselves when it comes to ideas we are passionate about. And frankly, people with lots of money often don't understand what we're doing.

    --
    There are 10 types of people in the world; those who can read binary, and those who can't.
    1. Re:developer stress by iamdrscience · · Score: 1
      How can we be innovative when we can't pay our mortage payments?
      Duh, don't buy a house!
    2. Re:developer stress by Anonymous Coward · · Score: 0

      A lot of houses are cheaper then many of the good apartments around Michigan.
      (I was paying $900/month for a 2 bedroom apartment, now I'm paying $700/month for a brand new house.)

    3. Re:developer stress by ezavada · · Score: 1

      Hey, didn't you see that CNN/Money picked software engineer as the best job in America.

      And apparently working as a Techical Director at Electronic Arts is even better! Of course there are occasionally tight deadlines and the hours are a wee bit on the long side.

      I was LMAO when I read that.

  11. Make your own company by Spy+der+Mann · · Score: 2, Interesting

    Just like the Atari devs split and founded Activision... I think that a small company is the best for game development.

    1. Re:Make your own company by Anonymous Coward · · Score: 0

      Which begs the question, Can you even have a small company in the 'Modern' game industry.

      About all everyone (seems to) want is higher resolution prettier graphics. If you look at it from a console generational perspective you require 4x the ammount of content every new generation; This means that the upcomming generation will require 16 times as many content developers as the N64 or Playstation did. If you require 200 people to make a game how can you be a small company?

    2. Re:Make your own company by Spy+der+Mann · · Score: 1

      Which begs the question, Can you even have a small company in the 'Modern' game industry.

      Ubisoft :)

    3. Re:Make your own company by Anonymous Coward · · Score: 0

      Making your own game development company seems like a good idea at first, but there are pitfalls.

      If you want to make a commercial-quality game, you have to have more than programmers. You team will need to include artists, musicians, designers, voice-actors, and so forth (not to mention programmers that specialize in AI, some 3d graphics technology, and perhaps other specializations as well).

      So suppose you have a small team of ten people with this varied list of talents. Your commercial-quality game will have to have a lot of content as well, so you are looking at 1 to 2 years of full time development. Depending on the scale of your game, it may go even longer than that.

      So let's say you pay everyone 30k per year. Thats over half a million dollars in salary alone. Add benefits, if you offer any, and also equipment costs, and you will need more than a million dollars of cash upfront to get this thing made.

      Where do you get that money? Borrow it from one of the major game publishers? That is an avenue that many have gone...though the publisher will put you on a very tight delivery schedule and give you a very tiny royalty after the game is released. Case in point: the game Thief generated enough money to make a sequel, but the independent company that actually wrote it went belly up after its release...a different team made the sequel.

      Anyway, assuming that you pay for all this out of your own pocket (cause, you know, you have a million sitting around for this sort of thing), how will you market it? The only way to be sure that you can get a good ROI is to have the game in a box, on a shelf, at Best Buy (the dot gones taught us that selling a game from a web site just doesn't generate enough in sales). Guess what? Best Buy doesn't just gave shelf space to anyone who asks. You have to have even more funds upfront for publication, and you also have to have some deep industry connections to pull it off.

      Anyway, this is too depressing, so I will stop typing it up. But good luck to you.

    4. Re:Make your own company by Anonymous Coward · · Score: 0

      Which begs the question, Can you even have a small company in the 'Modern' game industry.


      It doesn't BEG the question, it RAISES the question. Or perhaps it PROMPTS the question or SUGGESTS the question or any number of other fitting verbs.

      "Begging the question" is a logical fallacy in which one assumes the conclusion is true in order to prove it is true.

      Yes, I know languages evolve, but incorrectness is not the same thing as evolution.

  12. Sad but true... by joeygb · · Score: 5, Insightful

    I grew up wanting to be a game developer. I spent a lot of my free time as a kid in front of a computer writing code, designing my own games. But as I get older and am actually out in the workforce the thought of working 80 hour weeks making a salary on the lower range of what programmers in general make has turned me away from the industry. The next step, once the majority of CS majors have been scared away from game programming, is the farm the work out to programming "sweat shops" in other countries to make rehashes of the same games that have been coming out for years. Unless there are some major changes in the game industry the only real innovations are going to end up coming from indie game developers who work some other job to make a living and develop games in their spare time.

    1. Re:Sad but true... by Saige · · Score: 1

      I was the same way. I wanted to be a game developer for so long. At graduation, I was upset that I only got contacted by Maxis AFTER I had already accepted a job. Since then, though, I've realized that the job at Maxis would have been high-hours and low-pay in a location that would have been way too expensive to live in. And that the game industry works people way too hard in general - just as the article mentions. So I had given up ever being involved in the gaming industry.

      But you should never really give up - just get pickier. I've now scored a job with a great company that doesn't work people to death, and I get to be involved in gaming - just on the console side. Not what I would have ever expected, but I may well now be working in my dream job.

      --
      "You know your god is man-made when he hates all the same people you do."
    2. Re:Sad but true... by sjwest · · Score: 1

      There is no innovation in games it seems - I'm sure once you have written an american football procedure for say kickball(),foulplayer() etc apart from scan in images from the next batch of stars and type 2008 instead of 2007 on the package is that really programming ?

      Only one firm can make a american football game if I remember (without getting sued) So why should they bother to innovate ? when then can scan in some player stats, add new players and watch the punters role in.

    3. Re:Sad but true... by Anonymous Coward · · Score: 2, Informative

      It seems to me, having started working in the game industry in 1990, that the industry has switched from most games developed by mom 'n pop 20-40-employee companies (with the publisher offering minor input on the game after the milestones are laid out) to most games being developed by super-mega-corporations who require complete control over the game, even for third party titles.

      Now, you can't entirely blame the corporations since there's a 500lb gorilla, better known as Wal-Mart, stomping around and dictating game content. OTOH Corporations are too pussy to stand up and call Wal-Mart's bluff, so they deserve the end result. But until their bluff is called, corporations need complete control so they can satisify those soulless bloodsuckers.

      The industry really changed when the corporations moved in. The hours didn't get worse (well, if they did, not by much), but employee compensation really took a nosedive. Now the fruits of their labor must pay the salaries of countless overpriced stuffed shirts, who routinely demand the company have top-dollar real estate, perfectly positioned window offices, super-deluxe office furniture, etc. - hell, just look at EA. The suits live in a glass castle, while the people who actually do something that earns the company money are shoved into nameless cubicles in nondescript buildings.

      Game companies were traditionally light on management - most of the "management" also did things besides manage people that contributed to the bottom line. They programmed, they did artwork, they made levels, they contributed to the games in some seriously meaningful way. These days management can barely be counted on to be computer saavy enough to play Microsoft Solitaire.

      I'm seriously hoping the Nintendo Revolution can help reverse this trend. In theory it will allow smaller developers to compete with the big boys because it will be cheaper to develop a title. Without the super-mad-flash graphics & sound & crap that doesn't actually contribute to gameplay in any meaningful way, games will have to compete on the merits of how fun they are to play. Which is the purpose of playing a game in the first place.

    4. Re:Sad but true... by Anonymous Coward · · Score: 0

      some of us are doing (or trying to do) just what you described: working for The Man during the day, then working on small indie games at night, being fast, efficient, creative, original, eclectic, taking advantage of the power of the modern tool set, the Internet, etc.

      Mike

    5. Re:Sad but true... by SatanicPuppy · · Score: 1

      Meh. People always say crap like this, but the reality is, good games sell better than bad games. You think the big game companies aren't trying to cut corners right now? Hell yea they are. And that's the sort of thing that separates Everquest 2 from World 'o Warcraft.

      Especially in creative markets like Movies/Games/Software, there is always room for companies who develop quality product.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    6. Re:Sad but true... by geoffspear · · Score: 1
      Right, because one genre of game is restricted because of a licensing issue, that means there no room for innovation in the entire gaming market.

      I suppose there's also no room for innovation in electronics because you can't build a Blackberry clone without getting slapped with a patent suit.

      --
      Don't blame me; I'm never given mod points.
    7. Re:Sad but true... by telbij · · Score: 2, Funny

      Since then, though, I've realized that the job at Maxis would have been high-hours and low-pay in a location that would have been way too expensive to live in.

      You save money on rent by sleeping at the office.

    8. Re:Sad but true... by DrEldarion · · Score: 1

      "Quality", however, is very subjective, as the mass market on a whole likes derivative products. This is why "Bad Boys 2" can rake in $130m in the box office while tons of more original and far better quality movies would be lucky to see half that.

      People in general don't like to try new things, which is why Generic FPS #12736 will sell better than Katamari Damacy.

    9. Re:Sad but true... by sjwest · · Score: 1

      ok point taken but since americans have software patent sharks as well - perhaps the companies with licensees and sell there and the programmers are hitting the wall where the legal types saying to them: 'well yes its great , but we would get sued by a,b.c and naturally d could too'.

      be it company or programmer: I'd want to write cool games - not rewrites aka 'ea', I'd rather not be hiring scum ip lawyers just in case.

    10. Re:Sad but true... by geoffspear · · Score: 1
      This further invalidates your point. If EA's football annual football game releases are not innovative, then their exclusive license to produce them doesn't even stifle innovation in that one sector, as there wasn't any to begin with.

      As for software patents, you can assert all you want that there's less innovation in the games industry because of fear of patent suits, but unless you can provide evidence that there's been even one game that's been held back from the market because of patent fears, I'm not going to buy it. You might as well claim that the fear that aliens will blow up the local shopping mall is stifling the retail market.

      And really, regardless of what you think about software patents, I think it's hard to argue that copying someone else's idea whether it's patented or not is innovation. I mean, I think it's really dumb that Amazon can try to keep me from implementing one-click purchasing on my web page, but I wouldn't say that they're preventing me from innovating because I can't use this innovative one-click thing I just invented. At worst they're preventing me from doing something that wasn't even innovative when they did it first. You can't really argue that someone's patented idea is both unpatentable because it's obvious and at the same time that it's innovative.

      --
      Don't blame me; I'm never given mod points.
    11. Re:Sad but true... by ClamIAm · · Score: 1
      [I now] get to be involved in gaming - just on the console side.

      Yeah, because as we all know, those console heathens aren't real gamers...

    12. Re:Sad but true... by sjwest · · Score: 1

      No I disagree - the question is who is in control ? - it seems the same packages (football) always sell so why bother to innovate (for legal threats) ? and one supplier as well - and when these guys do innovate - the legal scum say no thats patent no 666 etc - for instance take the 'feedback' on the joystick patent.

      it may be fud - and yes people have to eat but if you hire ip lawyers - you want protection not court dates - but you have to admit its a way to meet girls. - sorry its cheap but funny

    13. Re:Sad but true... by Saige · · Score: 1

      No... I meant as in working ON the console itself. :) I guess I didn't make that quite clear in the first message, now that I look it over.

      And anyway... I do almost all of my gaming on a console now. Any PC gaming is older stuff that I still like to play from time to time (SMAC, Diablo II) And that's rather rare.

      --
      "You know your god is man-made when he hates all the same people you do."
    14. Re:Sad but true... by Anonymous Coward · · Score: 0

      Same here, I wanted to become a game developer when I was younger.

      In my twenties I applied for game jobs and didn't get one (I had 10 years experience from private programming, plus some years in commercial environment, plus basic 3D understanding). The result was nobody wanted to offer me a job and further educate me in game development. I would also have accepted a job as underpaid coffee cooker, actually took one year off (I was a freelancer) and learned more OpenGL and 3D math. Didn't get a game developers job still. So I went back to my normal business field (mobile stuff). Last year I was more accidentely offered a job as a game developer in Sweden where I live now, I made it trough all interviews... and at the end turned the offer down. It was disapointing. The payment was much less compared to what I earn today, they were not offering a senior (leading/architecture) position and I was told there is unpaid/uncompensated "crunch time". Seriously, I spend enough on building up my experience, now I am not willing to give it away for free (so that the distributors can make more bucks).

      I am still working with mobile phones and have a PS2 to feed my gaming urge. I am still dreaming of creating decent 3D visualisations, but today this will be rather be an open source project with other amateurs (people who love what they do). :)

  13. Bring back the old model by SomeoneGotMyNick · · Score: 2, Interesting

    Like the old, OLD Activision method of a single developer designing a game and actually getting credited on the product packaging. When someone figures out how to implement that design model again, you'll have the next craze of video games.

    1. Re:Bring back the old model by freeb · · Score: 1

      There is a new model - XBOX (360) Live...with the new programming APIs coming out (XNA) there will absolutely be a tie-in to a new marketplace (full pun intended).

      What you are talking about will absolutely happen in the near future.

    2. Re:Bring back the old model by Anonymous Coward · · Score: 0

      Anybody in the world today has the power to do what you described -- get name credit on the product packaging. The key is to be the person who designs/develops the game, and controls that pipeline. If you are the originating creator of a thing, you own that thing. You own the IP, the rights, the plan, the vision, everything. And once you start with that, nobody will forcibly take it from you. (You might enter into an agreement where you voluntarily trade away certain rights/things to someone else in exchange for something you want even more, but again, it's voluntary.)

      There are plenty of tools and resources avail today that empowers the "little guy" to do that. I think we can have a Renaissance in computer games again, equal to or better than what we had in the 80's, if more people realized this and acted on it. Some of us are. The trick comes in choosing what to develop, how to develop it, making smart choices that keep you free of the tentacles, the molasses, the "suit-wearing parasites" and general bullshit of the big/corporate game industry.

      We can be free if we want to!

      Mike

    3. Re:Bring back the old model by Indiana+Joe · · Score: 1

      Yeah, something like, Sid Meier's Pirates.

      --
      I can't decide if this post is interesting, funny, insightful, or flamebait.
    4. Re:Bring back the old model by edunbar93 · · Score: 1

      Sure, that would work great.

      If only but for one tiny problem:

      The audience wants art. They want shiny things. 3d models. Realistic weapons. Storylines. Movie sequences.

      If "Galaga" could ever be of any interest to the audience again, perhaps you have a point, but until that time, you're out of luck. Sorry.

      --
      "No problem. I have the capacity to do infinite work so long as you don't mind that my quality approaches zero."-Dilbert
  14. sturgeons law and dedication by Speare · · Score: 3, Insightful

    It appears there's a correlation between the "famous names in game development" and the "career-minded senior developers in game development." Correlation isn't causation, but which end is wagging which? Is it because they're a rare breed to stick around so long, or because they're a rare breed who have excellent gaming ideas? Maybe they're just rare because of the career stress. The likelihood of making a name for oneself in the industry is pretty slim. The industry is incestuous and churn after November (after Retail Christmas) is a big problem. If you have to start your career over every year or two, who wants to keep up that grind forever? But maybe it's just a matter of a group of people who like instant gratification in their games, who also want instant gratification in their career path, and they usually don't find it. Ninety percent of everything is crap, and that goes for the workforce in any industry too. There may only be room for a few bright spots to float to the top, while the rest continue to wallow below.

    --
    [ .sig file not found ]
    1. Re:sturgeons law and dedication by Surt · · Score: 1

      The 'famous names' in games are sort of like 'famous researchers' Most of them did something great one time, and now they have a whole team of people producing stuff that they stamp their name on (research equivallent: graduate students). The people that are really innovating, or really creating the fun stuff that goes into great games are usually just hidden away in the credits. Having one super hit can carry you the rest of your career.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  15. Oh - and whilst this thread's a bit empty still by goldcd · · Score: 0, Offtopic

    Could I just ask if anybody likes that god-awful escapist web site?
    I don't mean the content, I mean the design - I'm convinced they'd just had an FTP of PDFs if they were allowed.
    Aesthetics are good - but the damn 'click teeny next button for the next sentence with a huuge great random bit of clipart' is just so 'should have gone bankrupt in 2000'

    1. Re:Oh - and whilst this thread's a bit empty still by mrchaotica · · Score: 1

      Absolutely not! Anyone who creates a website that has to be scrolled sideways should be fired immediately.

      (The only exception is if it has an extremely large image, and even then he probably ought to scale down the image by using the width and height attributes on the img tag.)

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  16. creative management by 192939495969798999 · · Score: 4, Insightful

    Suppose I hire the kind of people who are creative enough to create a good game, and then I hire people that are able to code that creativity into a functioning product. Isn't this a much better model than hiring 50 super-coders to bust out YAJMF? (Yet Another John Madden Football) Game development is expensive to get right, but if you have a team that can make lots of good and different games, games good enough to develop franchises from (i.e. Zelda and Mario), then you will win. If you take one painfully stale idea and re-release it over and over, it will cost you more each time in order to generate the same sales, because PEOPLE GET BORED. It should be real obvious how to manage creativity, but apparently few want to take charge and do it. There's such a ready supply of young kids looking to "code games" that they can be duped into thinking that "some company" is cool when in fact it's a slave ship. Any gaming company that leverages creativity over slave hours and slave pay will be the champion in the long run, bar none.

    --
    stuff |
    1. Re:creative management by Anonymous Coward · · Score: 0

      > Suppose I hire the kind of people who are creative enough to create a good game,
      > and then I hire people that are able to code that creativity [...]

      I think I agree most of what you say, although I take issue with the notion that software developers are somehow not creative. If you are arguing for emphasising game design, then great.

      > It should be real obvious how to manage creativity [...]

      Managing game design should be obvious. Managing creativity is possible, and there exists literature on how to go about it (e.g. the works of Edward de Bono on lateral thinking and parallel thinking), but I'm not sure that's what you meant.

    2. Re:creative management by JPriest · · Score: 1

      Buying stuff from EA games should be looked on in the same way as eating veil.

      --
      Saying Java is nice because it works on all OS's is like saying that anal sex is nice because it works on all genders.
    3. Re:creative management by typical · · Score: 1

      Suppose I hire the kind of people who are creative enough to create a good game, and then I hire people that are able to code that creativity into a functioning product. Isn't this a much better model than hiring 50 super-coders to bust out YAJMF? (Yet Another John Madden Football) Game.

      Not if what your audience wants is football games, no, that's not a very good allocation of resources. :-)

      --
      Any program relying on (nontrivial) preemptive multithreading will be buggy.
    4. Re:creative management by Anonymous Coward · · Score: 0

      Delicious?

  17. So this is why? by umedia · · Score: 2, Funny

    And here I thought cloning the same old games year after year was the problem... my bad. Well that and the fact Duke Forever isn't done yet...

    --
    "Humans are considered to be primitive, the third smartest species on Earth"
  18. Should be the opposite, no? by Pendersempai · · Score: 0

    Seems to me that having fast turnover should increase the amount of innovation, if only because you have so many fresh minds looking at every problem.

    1. Re:Should be the opposite, no? by Wesley+Everest · · Score: 2, Insightful

      Actually, fast turnover means less innovation. All the fresh kids just out of school making the same mistakes as their predecessors. Then they burn out before they learn from the mistakes and come up with better ways of doing things.

    2. Re:Should be the opposite, no? by SatanicPuppy · · Score: 1

      All that, plus the fact that high turnover is generally fueled by seriously high workloads, which leaves little room for anything other than getting the job done, however the hell they tell you to do it.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  19. I know how by Kohath · · Score: 1

    How can an industry truly grow, and an art form evolve, if everyone is gone by the time they hit 30?

    Outsourcing. They'll hire people who don't think complaining is a job skill.

    Seriously, it's a huge industry with tons of money. I bet someone figures out the answer, makes great games, and gets a lot of that money. I don't think they need Slashdot's help (or whatever it is Slashdot apparently thinks it has to offer).

    1. Re:I know how by 91degrees · · Score: 2, Interesting

      Don't outsource your core business. When you're a games developer, outsourcing development, the publishers will wonder why they're dealing with you when they can work directly with the developers, and the developers will wonder why they're developing for you when they can develop for the publishers.

  20. Terrible article by Animats · · Score: 1, Interesting
    That Escapist article is all fluff. It's even worse than Tired. This is just a clueless blogger with a good layout program.

    Useful article on what's wrong with game development appear in Game Developer regularly, in the "postmortem" section. Those are worth reading. This is not.

    The early burnout problem is a major issue at Electronic Arts. But they're not even in compliance with California labor law, and there's a class action on their unlawful nonpayment of overtime. That one (for artists) has been settled, with EA paying $15 million, and two other cases are pending. That's real news. This article isn't.

    1. Re:Terrible article by Anonymous Coward · · Score: 0

      Is it worth pointing out that the author is the executive director of the International Game Developers Association, not a "clueless blogger"?

    2. Re:Terrible article by JF · · Score: 3, Insightful
      This is just a clueless blogger with a good layout program.

      Jason Della Rocca, the executive director of the International Game Developers Association (IGDA), is a clueless blogger?

      This is actually modded +5 Interesting?!

      Please...

      (I will however agree that this is not *news* at all... Or even /. worthy.)

    3. Re:Terrible article by Animats · · Score: 1

      IGDA used to be the "Independent Game Developers Association". It's not a trade union; it's the association for people who want to break into the industry.

  21. Sorry for lack of formatting. by Anonymous Coward · · Score: 0

    Sorry for the wrong formatting choice on that.

  22. When will games evolve as art? by 15973 · · Score: 1

    It'll happen when the media starts focusing the mindless masses towards gameplay, not the latest and greatest graphics. Then developers could focus on making compelling games, instead of just trying to dazzle with the eye candy. Ever wonder why Tetris is still fun to play, while your copies of Doom3 are sitting on the shelf? That's why.

    1. Re:When will games evolve as art? by Anonymous Coward · · Score: 0

      Ever wonder why Tetris is still fun to play

      Sorry, but Tetris is boring as fuck to me. I can't play it without quitting due to bored after a minute or two of gameplay. There are other similar games which are still fun to me, though, like Capcom's Puzzle Fighter or Bust-a-Move 2, but only when playing two-player.

  23. same old stuff... by NetMunkee · · Score: 3, Insightful

    This is so two years ago. More and more game companies are adopting sane schedules and better production schedules. There is still a ways to go of course, but it's getting better by leaps and bounds. My last project I only crunched a combined 2 months. Much better than the 14 months of crunch I did two projects ago. The REAL problem with innovation in "big" titles is that the development teams are getting too large. On a 60 person team only a select few actually get to give design input on what the game is. There just isn't enough time to get input from every team member that wants to share their ideas. You can't afford to prototype enough to get to everyone's ideas, so to be fair no one's ideas are prototyped. Back when a game could be made with 10-20 people, every one could go crazy with ideas and everyone could contribute. That just isn't possible now. Except of course with the small teams making the flash games and things like that.

    1. Re:same old stuff... by cowscows · · Score: 1

      So what is the solution, besides scaling back the size of games?

      While you might be able to find 60 people who want to give design input, I'd imagine you'll have a hard time hiring 60 people who can actually give good design ideas. If all 60 people on that team think that they're there to design the game mechanics instead of implement them, then they're just being unrealistic. And whoever is in charge of the whole thing needs to do a better job of letting them understand why they're there.

      That doesn't mean shouting them down and referring to them as maggots, it just means that game developers need to understand that they, like almost every one else in any line of work, they need to start at the bottom, and work their way up to their dream job. If a big game company is hiring you as a code monkey, that's the role you should expect to fill. Just because someone else in the building is writing a design document doesn't mean you should expect to be doing that too.

      The age of a few college kids making a state-of-the-art game in their spare time is probably over. That's not some failing in the games industry, as much as its a logical result of how gaming has progressed. The early years were more of a fluke than a trend. The overall goal of those who want to move the industry forwards should not be to make it more like the past, but to find a way to make the present reality work better.

      --

      One time I threw a brick at a duck.

    2. Re:same old stuff... by DSP_Geek · · Score: 1
      The age of a few college kids making a state-of-the-art game in their spare time is probably over.
      Perhaps, but there are other things people can do on game machines which are just as interesting.http://llamasoft.co.uk/neon.php

      That was two guys coding like demons on a labour of love. I suspect there will be more of that sort of thing, not Yet Another Football/MMPORG/FPS style games, which will be created by people outside the mainstream. Microsoft understands this, amazingly enough, hence XNA.
    3. Re:same old stuff... by NetMunkee · · Score: 1

      The solution is obvious: more prototyping. With 60 team members you can prototype 5-10 different game ideas at a time. Each prototype team is small, 5 members or so. The prototype teams can go crazy with their ideas. Then after that prototype cycle everyone can see which turned out the best, or if all of them suck they try 5-10 new ideas. Once everyone agrees on which one to put all their effort into, then you can worry about making the full game.

      I don't want to go back to the "good ole days", I want better games.

  24. I partially agree with you by goldcd · · Score: 1

    I think games need to be drien by a vision and that vision has to come from a small group of people (otherwise you get a focus-group deciding what minor variations should be included in EA SPORT XX).
    As technology marches into the future, the number of people required to make a game has increased - there's simply more work to be done. This doesn't mean the proportion of people required to make creative input has increased in line with the overall rise in the team size (nor should it).

    1. Re:I partially agree with you by timeOday · · Score: 1

      I disagree. I think the total creative vision required for a modern game like World of Warcraft is in fact much greater than that required for Pac-Man. I don't believe one or two geniuses and a bunch of lackeys could make a Pixar film or a good modern video game.

    2. Re:I partially agree with you by DrEldarion · · Score: 1

      I don't think anyone's arguing that the amount of creative people needed to program and flesh out those games isn't higher than in more simple games, but as far as the general concept of the game goes, it's better to have one guy with an extremely solid vision than a bunch of people with no or conflicting visions.

  25. More competition by Anonymous Coward · · Score: 0

    Perhaps these "burned out" developers/designers can start up new game companies and change the business for the better. After all, people who've worked in the business knows what the current companies did wrong. Hopefully these new companies goes back to the roots of the 70s and 80s, were the developers/designers got time to test out new territories instead of just hearing "deadline, deadline, $$$, $$$".

  26. Suits vs T-shirts by deanj · · Score: 1

    A lot of this has to do with the suits being in control of the company and driving their talent into the ground. Whether that's because of poor planning on their part or artifical deadlines, it doesn't matter.

    I'm not saying the t-shirts would do any better, but at least the t-shirt folks understand what the heck the development team is actually doing. The suits usually just see t-shirts as interchangable warm bodies.

    1. Re:Suits vs T-shirts by ddig83 · · Score: 1

      so buy a suit

  27. Hahaha! I was right! by MagikSlinger · · Score: 4, Interesting

    As my profile states, I'm a reformed game programmer. I've written a couple of bitter posts on Slashdot about working in the game industry. I'm better now. :-)

    But the stress caused by poor quality architecture and code cannot be understated. Coders begin to hate the designers and artists after awhile and that, as you can guess, really causes problems. If the designer wants that really cool scene or feature or art, but the coder is stressed out the kazoo with debugging the last 3 new features and hasn't seen his new born child awake since it was born, you can imagine how he would react to the new feature.

    The solution is a self-learning development process. A.k.a., CMM. I met some game developers who've only worked in Game Companies who sneer at that kind of talk, but the more seasoned veterans (working 10+ years) actually liked the idea. When you reduce the stress on the developers, and improve productivity, they can spend time making stable code that can be used to build cool, new features on it.

    More importantly, it will rebuild the relationship between coder and artists, designers. That is the single most important relationship in the game process, IMHO.

    --
    The bitter lessons of a veteran coder: http://bitterprogrammer.blogspot.com
    1. Re:Hahaha! I was right! by Jerf · · Score: 1

      I've never really wanted to be a professional game developer. But as I got more experience in the field, what desire I had was fully quenched, as I acquired enough wisdom to derive from just what I knew from the outside what you just said, along with use of the output of game developers.

      The core engine developers of engines might have time to have well-architected code, but most games are self-evidently held together by the equivalent of duct tape, bubblegum, and spit. Bugs in projects that size are inevitable, but the type of bugs indicate poor development practices, where the solution to every problem is to throw code monkeys at the problem until it goes away.

      I have no desire to work and live in a code environment like that. There's never time to do it right, but somehow there's always a lot more time to sort of half-fix the fuckups...

    2. Re:Hahaha! I was right! by 91degrees · · Score: 1

      The games industry is moving in this direction. The studio I've been working for is a little ad hoc, having only been around for about 2 years, and the process of improvement isn't formalised yet, but we have found actual established engineering practices are beneficial. Although - to reinforce your point, we're also all a little older than I've seen atother companies.

      Not that long ago, code re-use was practically unheard of, there were no coding standards, formal design was ad-hoc, and people just hacked away as thyey saw fit. This isn't the case any more. Studios are learning, and developing and improving. But you also have to see this in context. Games as major software engineering projects is a new concept. I bet Visicalc and CP/M were developed in a similar way to how games have been developed until recently. I bet Excel and OSX weren't.

    3. Re:Hahaha! I was right! by Anonymous Coward · · Score: 0
      The solution is a self-learning development process. A.k.a., CMM

      While I agree with everything else you said, surely you don't mean CMM (the ancient water-fall-method 'certification' thing) has anything to do with success? I assume you must be referring to something else here. ;-)

      I only worked for a (small) games company for a year, but with that experience (and 10 years at other places, enterprise+server, desktop publishing, university) I would be very surprised if games companies (or most other comps for that matter) would find rigid, inflexible and fundamentally flawed "fragile programming" model tempting.

    4. Re:Hahaha! I was right! by MagikSlinger · · Score: 1
      While I agree with everything else you said, surely you don't mean CMM (the ancient water-fall-method 'certification' thing) has anything to do with success? I assume you must be referring to something else here. ;-)

      I understand your concern, but that's because a lot of people when describing CMM do so poorly. It's a meta development methodology. CMM is wrapped around however you do your development and forces the company to learn from one's mistakes. I know originally it was very bureaucratic, but the key idea is this: Do you know what you did right last time? Can you make it happen again next time? Those are the 2 key questions CMM makes teams ask themselves to improve. Obviously, there's no need for game companies to certify or implement the whole thing, but the basic ideas of knowing how you make games and constantly fixing the process is a good one.



      I only worked for a (small) games company for a year, but with that experience (and 10 years at other places, enterprise+server, desktop publishing, university) I would be very surprised if games companies (or most other comps for that matter) would find rigid, inflexible and fundamentally flawed "fragile programming" model tempting.

      Fundamentally flawed "fragile programming" model? CMM is not supposed to be rigid and inflexible, and it's not a programming model. It's a process for making sure your actual software process gets better. It only works because your process CAN change and adapt. The specific system may be ignored or loosely followed, but the core idea is to stop and ask yourself what are you doing, and if it works.


      --
      The bitter lessons of a veteran coder: http://bitterprogrammer.blogspot.com
  28. Re:Make your own GPL Project by Anonymous+Monkey · · Score: 1

    Or prehaps a move to GPL games. More game play, more story, and less blingey graphics. How many of us would help with code or art if some one came up with a good idea?

    --
    We are the Borg...
  29. Plebian Game Design by totalbasscase · · Score: 1

    Why do all the ideas - 'fun' bits, as TFA calls them - have to come from overworked, stressed developers? A company dedicated to listening to its constituency of customers is far better equipped to put out a good game, because the people who will be purchasing the software can contribute the ideas they want to see implemented.

    Back in February I stumbled on Galactic Civilizations 2, then in beta. I pre-ordered after reading the website, and how they'd been in a beta for a year just implementing features people suggested on the forums. Even 2 months after release, the game is receiving more attention patch-wise from the developers than any other software I've ever bought, save for Windows itself. And these aren't just bug fixes we're getting for our $40 - we're getting UI tweaks, new features, and improvements on already stellar AI.

    And the best part is that the game was mostly self-financed, through pre-orders and online distribution. Sales have been stellar, the game was sold out for its first production run - mostly from word of mouth - and no major publisher was ever involved.

    GalCiv2 should be a wake-up call to developers - to make a good game, ask the gamers what they want.

    --
    Fragging my father since 2004
  30. flash by gatzke · · Score: 1

    There are tons of great flash games coming out.

    check addictinggames.com or the games section on collegehumor.com

    2D games can still be lots of fun and they don't require teams of musicians, artwork, modelers, or motion capture to produce.

    3D may get there with the open engines that are around, but it still takes a huge team to get a 3D FPS mod out the door. At least you can contribute your own skin, but to create your own mod would be a real bitch.

    I would love to see more cool stuff done that is creative but still uses neat 3D power, like tetris on acid or pacman but new concept. The FPS and 3D animorphic gets lame, the top downs strategy games are nice but eventually lame.

    There is a game construction software package out there geared for kids, I have not tried it out. I think it is mostly 2d. As the tools improve, maybe 3D stuff will be easier.

  31. Evolve? by Anonymous Coward · · Score: 0

    It's precisely this type of stress that causes things to evolve. How can the game industry HELP but evolve? As always, the ones that survive will be the ones most adapted to the conditions.

  32. Hey, Guess What!?!?! by Anonymous Coward · · Score: 0
  33. Prescription by ObsessiveMathsFreak · · Score: 3, Interesting

    OK what have we got here? Overworked developer. Inadequate tools. Unreasonable deadlines. Exponentially increasing content. Parallelisation problems. Increased competition. Increased Expectation. Aaaannnd... C++....hmmmmm.

    OK. Looks like a classic case of square peg in round hole syndrome. Take two courses in Lisp and read up on a fractal generation algorithims.

    And for Christ's sake kid, lay off the coffee.

    --
    May the Maths Be with you!
    1. Re:Prescription by PitaBred · · Score: 1

      Because, you know, fractals solve everything. Got an ogre on your tail? Mandelbrot his ass! WWII fighters closing in? Julia sets with an alpha of .75 to the rescue!
      Lisp won't solve the problems, and it hard for many people to understand. C++/Java are a much more easily grasped paradigm.
      And for Christ's sake, lay off the maths for a few minutes and try looking at another way of thinking.

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

      'more easily grasped paradigm'? wtf does that mean?

    3. Re:Prescription by MagikSlinger · · Score: 1
      OK. Looks like a classic case of square peg in round hole syndrome. Take two courses in Lisp and read up on a fractal generation algorithims.


      Here's a challenge: write and finish a game with a good graphics and game play as say, Starcraft, written in LISP. Otherwise, I call BS on you. :-)


      --
      The bitter lessons of a veteran coder: http://bitterprogrammer.blogspot.com
    4. Re:Prescription by Savantissimo · · Score: 1, Insightful

      Agreed. (Except the part about Lisp and fractals. Nice in theory, but not usually a practical solution.)

      Anybody who signs up for a C++ job and then complains that it is a soul-killing grind is just too clueless for me to even bother mocking.

      --
      "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    5. Re:Prescription by PitaBred · · Score: 3, Informative

      Object Oriented versus list processing (hence the name).
      It's basically a mathematics-oriented language, and mostly useless for most things outside of that. An interesting intellectual exercise for geeks, useful if you're a mathematician, and that's about it.

    6. Re:Prescription by Umbral+Blot · · Score: 1

      I don't mean to be a total dick, but why don't you write and finish a game with a good graphics and game play as say, Starcraft, written in C++. You can't? Jesus C++ must suck balls, why does anyone use it? The problem is that not every programmer can create a great game by themselves no matter what the language, so challanges like this are ill concieved.

    7. Re:Prescription by ObsessiveMathsFreak · · Score: 2, Informative

      It's basically a mathematics-oriented language, and mostly useless for most things outside of that. An interesting intellectual exercise for geeks, useful if you're a mathematician, and that's about it.

      Amoung others, Naughty Dog use a customised version of LISP called GAOL(Game Action Oriented Lisp). It was used extensively on Jak 2, one of the most impressive games on the PS2, or indeed any console.

      As the link mentions, the "difficulty" of Lisp, has lead to its sidelining all too often. The fact is, it is a very, very powerful language and definitely worth a look given the obstacles modern game programmers are running up against.

      --
      May the Maths Be with you!
    8. Re:Prescription by gknoy · · Score: 2, Insightful

      Lisp is only useful if you're a geek or a mathemetician? Even though I'm not a lisp hacker, my first reaction is, "Awww, someone never learned how to wrap their brain around Lisp...". ;) But, flames aside, let's talk about that.

      Lisp is able to represent some solutions in ways that are radically different from many other languages; being able to re-write the language itself via macros sounds like it would really make describing the problem (and solving it) easier to understand and maintain.

      Sure, Lisp isn't the perfect tool for everything. But, I'll assert that it's good for more than simply mathematics or pure AI research. People have build web-based applications with it, even.

      I even use a lisp-derived language at work for engineering analysis, and it seems to work pretty well.

    9. Re:Prescription by Anonymous Coward · · Score: 1, Interesting

      It's called GOAL (Game Oriented Assembly Lisp). It's way more performance oriented than you'd ever expect from a lisp-derived language. GOAL is designed especially for quick prototyping and tuning, and once you get used to it it's hard to imagine going back to the huge iteration times that you get with C++. It makes writing game logic incredibly easy, while still being powerful and fast enough to do renderer code, since you can use assembly language intermixed with GOAL commands without having to do all the ugly preprocessor/inline asm stuff needed by other compilers.

    10. Re:Prescription by patio11 · · Score: 1

      Why be evil. Start small: do a CS101 assignment, like "implement a Tetris clone", in Lisp. Now compare ease of development to the same program implemented in Java or your favorite flavor of C. Did Lisp really help you solve the challengs in making your Tetris clone? Now, extend your Tetris clone to accomodate two players on one keyboard. Then, extend it to network play. Where in this equation is Lisp helping you? Probably only as much as "Its your favorite hammer" and game programming suddenly looks like a nail, if you squint at it a little bit.

    11. Re:Prescription by Anonymous Coward · · Score: 0

      Lisp is able to represent some solutions in ways that are radically different from many other languages; being able to re-write the language itself via macros

      In my experience, it also magically rewrites the personality of programmers, turning them into smug superior assholes.

    12. Re:Prescription by Aim+Here · · Score: 1

      Funnily enough I followed your link and it said this at me:
      "Please don't assume Lisp is only useful for Animation and Graphics, AI, Bioinformatics, B2B and E-Commerce, Data Mining, EDA/Semiconductor applications, Expert Systems, Finance, Intelligent Agents, Knowledge Management, Mechanical CAD, Modeling and Simulation, Natural Language, Optimization, Research, Risk Analysis, Scheduling, Telecom, and Web Authoring just because these are the only things they happened to list. -- Kent Pitman "

      If you're going to post links, link to something that backs up whatever daft point you're trying to make, instead of ripping it to shreds.

    13. Re:Prescription by PitaBred · · Score: 1

      A screwdriver can be useful for hammering in a nail, but that doesn't mean it's the right tool for the job.

    14. Re:Prescription by Anonymous Coward · · Score: 0

      Oops... its Game OBJECT Assembly Lisp. My mistake.

  34. I blame consoles among other things... by crossmr · · Score: 2, Interesting

    Sure its going to sound like console bashing, but look at the market. When you make a product more accesible it becomes very tempting to try and maximize that even further. As businesses grow and the market evolves, publishers are under greater pressure (mostly greed) to abuse that market. The easiest way is to ignore innovation, create broader appeal to already existing franchises (often through dumbing down) and pump it out and make it available for anything that moves. As an example on what's being done to something like The Sims. You can trash it all you want, but its a prime example of a very popular franchise. Initially they announced 7 EPs. Its a lot, but the market is there. Then they announced they'd start putting it on anything that could play it. Consoles, phones, handhelds, etc. Get a smart watch, Maxis will port it.
    Now they haven't saturated things enough, they're releasing mini-eps in between EPs. Why? Because EA has reportedly been sucking out, except for The Sims franchise, its their cash cow. The game isn't going to innovate.

    You can see it in the underlying structure of the game. People who have taken apart the code and looked at it call it disgusting, the little things are missing. Problems that have existed since the original game, but instead of fixing those to produce quality, they're going to pump out 3 more platforms and another 2 expansion packs. If EA could market a gaming device who' sole purpose was to play The Sims, they would.

    That market is changed, and if you want quality, I really think you have to stick with small developers who are in it for the love of the game.

  35. Wow, I'm SHOCKED!!! by Duncan3 · · Score: 2, Insightful

    You mean game developmers are humans? That by the time they are 30 wise up and aren't willing to slave away 12 hours a day for someone else?

    Wow.

    And you mean companies get rid of people once they aren't willing to work 12 hours a day because they have a life and don't like being treated like slaves anymore?

    Amazing, really, it is.

    Welcome to reality for the rest of the world. At least here in America you get to wise up and have a life at 30. 90% of the world will slave away until they drop dead.

    --
    - Adam L. Beberg - The Cosm Project - http://www.mithral.com/
    1. Re:Wow, I'm SHOCKED!!! by paperdiesel · · Score: 1

      90% of the world? That's quite a number to throw out with absolutely no basis behind it. If anything, I'd say that when evaluating the similar working class all over the world, a 60 hour work week in a game development company is well above the rest of the world in terms of labor and work load. Especially when you consider it in a broader context; taking in to account such factors as salary, benefits, time off, etc.

      The majority of the rest of the world spends more time in education, works fewer hours every week, is treated better by their employers, and retires earlier. Note that I said "the majority", and not "all" nor "90%".

    2. Re:Wow, I'm SHOCKED!!! by Anonymous Coward · · Score: 0

      The majority of the rest of the world spends more time in education, works fewer hours every week, is treated better by their employers, and retires earlier.

      Sorry, but western Europe and Japan are not a "majority of the rest of the world". India, China and Pakistan *are* a majority of the rest of the world, and average working and living conditions there would make EA's game development sweatshops look like a restful tropical vacation in comparison.

  36. Why not unionize? by RexRhino · · Score: 1

    Why not unionize, like the movie professionals in Hollywood did?

    1. Re:Why not unionize? by Chilltowner · · Score: 2, Insightful

      I agree. When people in any industry in the past have run up against shitty working conditions, unreasonable management, and crappy pay (for the hours they put in), they've unionized. It's an entirely reasonable thing to do, especially considering how close to Hollywood games are getting and how many trade unions are in effect in the film industry.

      And don't start with the "Oh, developers are too independent, too maverick, too high tech to be unionized." That's the exact same way you could've described auto workers 70 years ago, and they formed the UAW. Say what you will about it lately, the UAW did a LOT to improve conditions and pay for the "high-tech" workers of their time.

    2. Re:Why not unionize? by Kohath · · Score: 1

      And look at all the innovative new products that are coming out of Hollywood these days.

    3. Re:Why not unionize? by RexRhino · · Score: 1

      I don't think that has as much to do with unions, as the people who run the movie companies.

      But that being said, Hollywood produces more good movies than ever before. It is just that the ratio of good movies to bad movies has gotten worse, since movies have become a form of disposable pop-entertainment.

    4. Re:Why not unionize? by Senjutsu · · Score: 2, Insightful

      And look at all the innovative new products that are coming out of Hollywood these days.

      Last I checked, the focus group and clueless executive professions weren't unionized.

    5. Re:Why not unionize? by Bodhammer · · Score: 1

      Yea, that's working out really well for GM and Ford these days. Their pay and conditions are going to be so "improved" that there will not be an American owned auto industry soon.

      I do understand that unions broke some of the most egregious management practices years back and that was a good thing. Now most unions are just another bureaucracy that helps no one but the union leaders and politicians.

      The solution is simple, don't like the conditions or management, vote with your own feet. Don't create another corrupt power structure.

      The free market economy is the most unfair form of organization to distribute wealth and resources except for all the others...

      --
      "I say we take off, nuke the site from orbit. It's the only way to be sure."
    6. Re:Why not unionize? by Miamicanes · · Score: 1

      There's a perfectly good reason why unionization wouldn't work... programmers passionately HATE bureaucracy, and do their best to ignore or actively subvert it. Especially bureaucracy they can't get fired for subverting, like the union boss who tells them they aren't allowed to load Photoshop and spend 5 minutes editing an image, but instead have to fill out a proper request to have an official Graphics Developer II make the changes in 2 or 3 days and get back to them. Can you even IMAGINE the reaction from a developer upon being told by a union rep that he's not allowed to manage his own test server, because that's the job of Server Administrator IV?

      If programmers ever DID unionize, it would never work unless they managed to be completely independent of "normal" unions. The nanosecond they smelled union-mandated bureaucracy that doesn't directly serve their own immediate interests, they'd ignore/subvert it. The problem is, even if programmers DID form such a magical union, it would disintegrate within a matter of weeks, because none of them would be interested in actually ADMINISTERING it... and the moment they brought in "normal" union-type administrators, who tried to act like "normal" union administrators, the programmers would get mad and dissolve the union.

  37. It's a no-brainer by moochfish · · Score: 5, Insightful

    I don't understand people who go after this career because they "love games." It always concerned me when someone told me they want to become a programmer because they like games. HELLO! Everybody loves games! You're joining the profession for all the wrong reasons! Sometimes I'd ask the person if they've ever even programmed. Answer? "Nope!" I admire the willingness to fight for a dream, but I frown on the lack of research before committing a lifetime to it. Why programmer instead of another facet of game production? Oh, the money, you say... Notice how programming itself is not mentioned as an interest in any way here? Yes, it concerns me too.

    The games people love are nothing like the process of coding them. Anything that is remotely fun and exciting in programming has nothing to do with what makes Madden fun and exciting. The average consumer can love Final Fantasy -- no, I'd even say there are many, many hardcore fans. But the vast majority of those that love that franchise are not meant to ever, ever become game developers. It's apples and oranges.

    Playing games is exactly that -- PLAYING. But coding a game is no child's play. It's work -- and hard, hard work. If producing a graphical manifestation is the only joy you see in coding, I'd seriously reconsider the profession. There are other ways to contribute to creating a game without being the code monkey. There's marketing, story writing, graphics, concept designing, testing, and even managing.

    If those don't appeal to you any more than coding does, then why choose coding? What? For money? That's a whole different can of worms that I'm sure you can already see is a repeat of what I just finished saying.

    In my humblest opinion, programming is fun on its own, and it really doesn't matter what it is you're coding so long as it is challenging and stimulating. Sure, coding games can fit that, but to start on this path without actually loving the path itself seems risky at best and a terrible, life-long mistake at worst. In short, don't choose a path that makes you walk through shit and garbage. That path just so happens to be the rest of your life. You better damn well choose a route you'll enjoy every minute of.

    1. Re:It's a no-brainer by Bezben · · Score: 1

      I could not agree more. I've spoken to so many people who want to get into it because they enjoy playing games, or think they have a good idea for a game. I normally advise them to try and make a demo themselves. You see the same kind of thing on any gamedev website, post after post of people looking to put together a team of programmers and artists for their game.

      I managed to get a job in the game industry two months ago after leaving uni last year. I did it because I love PROGRAMMING. Game related fields, graphics and ai for example, just happen to be the areas I'm most interested in. Most people I know that like games would hate it.

    2. Re:It's a no-brainer by dghcasp · · Score: 1
      I don't understand people who go after this career because they "love games."

      I loved sausages, so I went into the sausage industry. Now I hate sausages and always smell like raw meat. Ewww.

      If you love something, you don't want to know how it's made.

    3. Re:It's a no-brainer by Philodoxx · · Score: 1

      Dude, have you seen Willy Wonka? Candy making looks awesome!!!

      --
      Oh, a lesson in history from Mr. I'm my own grandpa.
    4. Re:It's a no-brainer by symbolic · · Score: 1

      In my humblest opinion, programming is fun on its own, and it really doesn't matter what it is you're coding so long as it is challenging and stimulating.

      I think there should be a slight correction here...coding can be fun on its own, but when you're forced to rehash stuff over and over because of poor management, poor inter-disciplinary communication, time constraints, the never-ending marketing vs reality syndrome, and long stretches of overtime to meet unrealistic deadlines, I believe very strongly that it can turn every last bit of passion, motivation, and creativity into a barren, soulless wasteland.

    5. Re:It's a no-brainer by Rodness · · Score: 1

      I don't understand people who go after this career because they "love games."

      As someone who did, I'll try to explain. In my case, I got into programming because I wanted to be a game developer. I was driven by this desire all through college, and once I got out of college I had a hard time finding a job with a game developer. (This was partly because I lived in Baltimore, and there aren't as many developers there as in, say, the SF Bay or LA areas.)

      When I finally got a job with a defense contractor, I decided that I really liked programming, but I also really liked the 40-hour work weeks and being driven more by r&d than a holiday or movie release date schedule, and on average, I'm paid more to work 40 hours/week than I would be paid working 80 hr/wk as a game developer.

      So, while I did get into programming with the intention of writing games, I never actually did it professionally and I don't really regret it. Especially when I can enjoy playing a game in the evenings instead of being stuck at work developing a game.

      Just my 2 jellybeans.

    6. Re:It's a no-brainer by moochfish · · Score: 1

      I do have to say you are extremely lucky my friend. A lot of people go into our careers with a lot of misconceptions about what programming is like (thanks in part to movies). Game developers or not, I know a lot of CS majors who absolutely hate programming. That doesn't go to say people can't grow to love it or that there aren't people who love it to start -- obviously there are many examples of such cases.

    7. Re:It's a no-brainer by DrCode · · Score: 1

      Most job ads I've seen for game programmers list "a passion for games" as one of the top requirements. Seems to me they'd do better by demanding "a passion for writing software".

    8. Re:It's a no-brainer by realityfighter · · Score: 1

      I understand where you're coming from, but I have to say that I find complete strangers who take it upon themselves to tell me how to channel my creative forces intolerably rude.

      The same with people who say, "But you don't want to go into $professionalfield! It's hard!" I am well aware of how hard it is. Thank you.

      --
      A strain of paranoid prevention can be worse than the disease, whate'er the intention.
    9. Re:It's a no-brainer by Anonymous Coward · · Score: 0

      Programming games is one of the most challenging programming roles. If you're doing Engine/Core design, it is very math intensive and pushes the boundaries of your knowledge if you allow it. I can honestly say that I could not go back to doing 'normal' programming. To say that all programming is the same is ignorant.

      When the skill of programmer reaches a certain level the content of which you are programming becomes more important because the thrill of programming was previously based on learning the language and general algorithms.

    10. Re:It's a no-brainer by Anonymous Coward · · Score: 0

      I totally agree.

      I worked on the development of the AGP graphics card/port and there were several guys whose job was to play games all day long. They would play a game, make notes about texture on the walls and such, then swap video cards and play some more. They HATED their jobs.

      I thought being a reactor operator would be the coolest job in the world. I studied hard and I did that. Lo and behold, I HATED my job. I now am a programmer, and have worked for many different companies I have programmed in many different languages on many different kind of projects. I LOVE my job.

      However, sometimes there is no way to tell if you are going to like a job without actually going out and doing it.

      Remember the curse, "My you get everything you desire."

  38. Stress? by Mad+Ogre · · Score: 3, Insightful

    I thought it was a lack of imagination that was killing the game industry.

    --
    MadOgre.com
    1. Re:Stress? by Surt · · Score: 1

      I think the implication is that the stress is causing the lack of imagination.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  39. I will interview for a game developer job tomorrow by Qbertino · · Score: 1

    I'm of for the day for an interview for a game developer position tomorrow. Here's what they had in my application allready: Professional Enviroment, competent colleagues, room for creative initiative, professional workflow and solid & fair payment. Tomorrow I'm going to add 'no standard overtime' to that list. 2 Pro's with a proper workflow pull more in 8 hour days than 6 people with 12 hour days. That's the simple truth. I'm not subventioning stupid management with my mental and physical health.

    They've gotten to me by a headhunter bureau and wanted an interview right away, so they must be desperate. But I'm not gonna be a fireextinguisher for an overdue project (my spider sense is tingling that way somehow) in some messy enviroment that has no version control, no OOAD and no designers and coders working together and a no boss that give enough rope and is open for ideas.

    I'd rather work as a barista and continue developing my own game in my spare time than being the assmonkey for some idiots with an overdrawn budget that were to stupid to do it right in the first place. And probably wouldn't have listend to my advice because of me having no degree in CS or something. ...

    Then again, maybe they are the cool shop I hope they are (the dev on Linux exclusively - can't be that bad) and I get to meet some very neat team tomorrow. Keep your fingers crossed that all goes well - one way or the other.

    --
    We suffer more in our imagination than in reality. - Seneca
  40. The Escapist Nerdzine by graxthal · · Score: 1

    The Escapist is at least decent for seeing what folks like Warren Spector have on their minds. The articles (especially the EVE Online coverage) sometimes contain stories that veteran gamers agree are implausible. They get written because something sort of cool actually happened in an MMOG, but then the writer's fantasy takes over and the rest is a sci-fi story. This is a bit harsh, but some of their articles do deserve this criticism. As for their layout... I must agree with the poster above who called it trashy. I like to use ctrl-mousewheel a lot to increase text size. Unfortunately, Escapist Mag's presentation is the type that gets completely destroyed by the slightest text-increase. Still, the magazine is developing into a bit of a MMOG meme nexus, and while it does some annoying things (layout, exaggeration, etc.), it does have its finger approximately on the thoughtful-MMO-player-group pulse.

  41. So how do they get paid? by NDPTAL85 · · Score: 1

    How do you earn a living in such a scheme?

    --
    Mac OS X and Windows XP working side by side to fight back the night.
    1. Re:So how do they get paid? by NDPTAL85 · · Score: 1

      If by "Open Source" you mean one of the open source licenses like the GPL or BSD....then thats pretty much free software isn't it? And how is a company producing such games supposed to make any money with which to pay its developers if anyone can attain their products for free?

      --
      Mac OS X and Windows XP working side by side to fight back the night.
    2. Re:So how do they get paid? by Doc+Ruby · · Score: 0

      No, "open source" does not equal "free software". There's a lot already published dispelling that myth. And lots of it flies around whenever a "free" or "open" software story is published on Slashdot. Look into it before you decide you're stuck. There's lots and lots of people making their living producing software whose source code is public.

      --

      --
      make install -not war

    3. Re:So how do they get paid? by NDPTAL85 · · Score: 1

      You still haven't explained how the company would make money with a product that people could download for free.

      --
      Mac OS X and Windows XP working side by side to fight back the night.
    4. Re:So how do they get paid? by Doc+Ruby · · Score: 1

      And I'm still saying that I'm talking about "open source", not "free software". Like I said, I'm not going to explain to you in this thread how "open source" is a viable business model. There are many examples demonstrating that. And your post is insisting that "open source" equals "free software". I can tell by your insistence that you're not going to learn anything from an explanation here, anyway. You're just trolling for an argument about open source. Try it somewhere else.

      --

      --
      make install -not war

    5. Re:So how do they get paid? by NDPTAL85 · · Score: 1

      There are exactly three companies with a successful open source business model. Red Hat, Mozilla, and MySQL. Thats it. I'm not trolling for an argument about open source. You suggested that a video game could be sold proftiably using the open source method. I don't know how. I would like you to explain how. Especially given there are extra special conditions placed on the video game industry that don't exist in the general software industry. Such as the need for hard and concrete deadlines in order to keep up with graphics expectations, the need for good solid artwork, the need for great story tellers...etc. So somehow the open source development method would somehow accomodate not just the original project but any forks as well?

      Thats not even beginning to take into account that open source development sucks at interface design. Compare GNOME or KDE to Windows or OS X for example. If they can't get a basic operating system interface right how on earth are they going to create attractive video games?

      --
      Mac OS X and Windows XP working side by side to fight back the night.
  42. how about nintendo devs? by Frag-A-Muffin · · Score: 4, Interesting

    I wonder if the sentiment is true on the other side of the earth? Do the Japanese devs feel this way too? From what I've read, Nintendo devs are a very proud bunch and lots of them have been doing it for a long time. I don't know for certain, but I wonder if they're under the same time pressures as, say, EA? We've all read stories about EA's marketing dates dictating everything. Is that true for Nintendo? If it is true, I certainly wouldn't have noticed, cuz all their games seem so polished. SSBM? Wind Waker? All top notch (in terms of quality). Can't say the same for EA. I actually bought the first Sims game for gamecube way back ... 10min into laying out my house, it froze on me. First time I had a game crash/freeze on me (on a console). I haven't bought an EA game since.

    Anyways, I'm rambling. Just wondering if the japanese devs feel the same? Anyone have any insight into this?

    --

    AirSpeak - http://itunes.com/apps/AirSpeak
    1. Re:how about nintendo devs? by Anonymous Coward · · Score: 0

      A friend of mine works as a code monkey for JP games....works 10-12 hr days M-F and a variety of hours on Saturdays depending on where they are in the project. For a few weeks he was sleeping under his desk at one point.

    2. Re:how about nintendo devs? by Anonymous Coward · · Score: 0

      You have to understand that the Japanese have a group mentality. They are a TEAM and they did it together. That mentality streaches pretty far up the food chain. And everyone takes pride in their work. Game shops like EA are more like master/slave scenarios. I doubt the average programmer cares much about the quality of the game. You have to realize though that this comes from the top and the bottom.

    3. Re:how about nintendo devs? by asuffield · · Score: 2, Funny

      Anyways, I'm rambling. Just wondering if the japanese devs feel the same? Anyone have any insight into this?

      Yes. You can't put time pressure on Japanese developers. The Japanese think that a 90-hour working week is normal; there simply aren't enough hours in the week to pressure them with (or at least not like EA do). They're a nation of workaholics.

      Exaggerated? Well, a little bit - not all the Japanese are like that. Just most of the professional workers.

    4. Re:how about nintendo devs? by NeuroManson · · Score: 1

      From what I recall, there was an episode of Icons (G4 BOOO!!!) that covered Polyphony Digital's trials and tribulations in developing/releasing Gran Turismo. In the case of Gran Turismo 2, Sony (et al) basically forced Polyphony to rush the release without sufficient testing/debugging, and the title suffered (albeit briefly when later sequels were released). As a positive, nobody rushes PD as a result of this.

      Maybe that's what US game developers should do. Hell, I was pissed off that just a couple of months after Final Fantasy VII was released to PC, only to find that it was made for a previous version of DirectX (ironically DX 7 came out just about the same time). I tried support, customer service, all of them said that in order to play the game, that I would have to essentially cripple my ability to play later games. It sounds, however, like it's likely due to the suits at Squaresoft pushing for a rushed release (ironically, FF7 runs faster when emulated on a PC using ePSX or what have you, than the official PC release does).

      --
      Just because you can mod me down, doesn't mean you're right. Shoes for industry!
    5. Re:how about nintendo devs? by TwoBit · · Score: 1

      I might mention that the Sims game you refer to was not developed nor designed by EA. It was an out-of-house job done by an independent developer.

  43. cliche of the decade by Anonymous Coward · · Score: 0

    not just INNOVATION but Video Game Innovation!!

    you'd be a fool to read into this tripe.

  44. As an independent game developer... by pestilence669 · · Score: 4, Interesting

    This is a common problem that plagues every booming industry... especially advertising. Your bean counters arrive, and apply their "insight" and "wisdom" to running the business and increasing productivity. The end result is deadlines, avoidance of solutions that are too difficult to schedule (or understand), reuse of code and concepts that should be trashed... in all: a bad work environment. Game developers, like myself, strive for the cutting edge. The idea of mandated shortcuts pisses us off.

    Game development is a creative art. You can't rush or schedule that kind of a process. No project management book or body of knowledge can overcome this. As long as game publishers drive for more efficiency and output, they will burn out their staff. Game development is a business that needs a bit of fat (free time). You need more freedom to develop and burn code to test new concepts. Investing in throw-away code is almost always a business "no no."

    Business folks expect that all problems in computer gaming have known solutions. This idea is false. There's a ton of R&D for just about every algorithm. There's not necessarily a "one size fits all" solution to any given problem. And even a solid algorithm can often be implemented in over a dozen different ways.

    I've worked for a couple of places that tried to run game development like regular software engineering projects. They did not succeed. Sometimes, entire industries need to ditch the MBAs and embrace what got them to where they are in the first place. Operating efficiency is only a good thing, so long as it doesn't negatively impact your staff, quality, and sales.

    Building games is completely different that any other kind of software development. It needs to managed that way... special needs in mind.

    1. Re:As an independent game developer... by brainstyle · · Score: 3, Insightful
      Sorry if I come across as a know-it-all outsider here. I'm really not trying to start any kind of a flame war, but as someone who's well-qualified to work in the games biz, and until recently very much wanted to do so, I'm not a fan of the "we're so different" attitude in the industry.

      It's because of that kind of talk I've stopped looking at jobs in the game industry. I just can't see how every time a game is made, especially when so many of them are so similar, each problem is something new that hasn't been done before, and the whole thing is some huge creative endeavour. I'm sure that's part of it, and hopefully each game has something new and cool, but still - most of the code is, or at least should be, well-maintained, well-written, mature, and stable.

      It should be engineered in such a way that adding new functionality doesn't mean starting from scratch or digging deep into the code and changing things at the lowest level, but rather it should mean working with a well-designed interface. There should be good test coverage, and you should be able to drop features from the product if you have to make a deadline, since that's better than half-implemented features that don't work or aren't tested.

      I recently had a job interview with a game company, and had a list of questions about their engineering practices. After getting the pitch from the president, who talked about the hours they worked for the last title they shipped, and how they really really didn't want that to happen again - but he still said there'd be long hours - I knew that it would indeed happen again, and there was no point asking my questions since it was clear that the answer to a significant number would be "no."

      I understand that there are things that make games different from other types of software, but good engineering is good engineering, and it should be adopted by the industry. That almost every algorithm is mostly R&D rings false to me, since most games sure don't feel like there's much new in them.

      If there's something that the game completely depends on, and no-one knows how to do it, then don't greenlight the game. Figure out how to do that critical thing first, get it working, and then invest in the game. That's how things are done in the rest of the software industry, and it's a very good thing: it means as cool as an idea sounds, if it can't be done, you don't want to waste a lot of money on it. Lots of new features in lots of software is almost all R&D, but it doesn't mean the product can't be scheduled or that gobs of money should be wasted on something that might not go anywhere no matter how cool it would be if it worked. How much better would Oblivion be, to take a random example, if they realised early on that the AI sucked and they needed to take a different approach, and designed around that? Instead you can burn someone's house down as they happily tell you plot points in the story (or so I've heard - haven't played it myself).

      I don't doubt that there are elements of game design which are very difficult to schedule. But to say the whole game is like that sounds like a cop-out.

      --
      "Why can't everyone just be straight with me?"
      "Because we live in a bendy world, dear."
    2. Re:As an independent game developer... by 91degrees · · Score: 2, Insightful

      Building games is completely different that any other kind of software development. It needs to managed that way... special needs in mind.

      No. It's not. It's similar in many respects, at least on the software side. And as such it can take many of the principles from other forms of software devlopment. We still have some code to develop. We're still going to have to experiment and try different ideas.

      It is true that many concepts have to be prototyped and tested before they're incorporated, since a formal test on the specification isn't going to be able to determine whether a game is fun, and a lot of the time we're developing completely new algorithms which is a bit of an unknown quantity, but the games industry is not unique in this respect.

    3. Re:As an independent game developer... by Anonymous Coward · · Score: 0

      Getting high performance on exotic architectures with strict RAM limits is always going to be tough and involve doing some stuff the wrong way.
      That said, EA is such an industry force because it has largely solved this problem, reusing engines and code all the time. For instance, Need For Speed and Burnout have almost everything in common.

    4. Re:As an independent game developer... by rollingcalf · · Score: 1

      "That almost every algorithm is mostly R&D rings false to me, since most games sure don't feel like there's much new in them."

      But that's the point. They AREN'T doing the R&D and experimentation in order to make innovative and creative games. They just keep recoding the same junk.

      --
      ---------
      There is inferior bacteria on the interior of your posterior.
    5. Re:As an independent game developer... by pestilence669 · · Score: 1

      Your points are valid. I hope I didn't come off as a jerk or know it all in my posting. Let me elaborate:

      I've built a handful of game engines and I can honestly say... code reuse is a myth in *my* projects. Sure... if you're developing first person shooters or games consistent with an established theme (like an RPG you've already written), then sure... code reuse is a definate possibility and likelyhood... especially among sequels.

      When you start pushing the edge of what hardware can do, often these changes affect the entire system. Upgrading your scenegraph to use BSP's requires massive rewrites of all your environment rendering code. There's no real escape from that. New lighting processing will affect every render node. Particle system changes also have the potential to affect an entire physics simulation system.

      The interconnected nature is unlike many software systems. This is why I consider it unique and special. Good management and planning is essential, but often ditched to conform to a release date (in my experience).

      If I were say... writing an accounting system. Changing the underlying RDBMS or the ledger balance routines rarely affects the ENTIRE system. Good layering can isolate the effect of such changes. Software, not concerned with attaining the highest levels of performance, tends to be much more modular. One of the first steps of optimization (for me) is to remove layers and unnecessary abstraction.

      Games often call for engineers to unroll loops, optimize for processor cache hits, and assembler (vectorization). 9/10ths of developers rarely need worry about this gruntwork. It makes for unmaintainable and unreusable code after it's been optimized. You are basically building an implementation specific throw-away modules.

      This is why I think it's different... not to engineers accustomed to high performance software... to managers that think all software is the same. It's simply not. The disciplines must match the industry you're targeting.

  45. Impossible! by ml10422 · · Score: 3, Funny

    Software Developer is the best job in America: http://developers.slashdot.org/article.pl?sid=06/0 4/12/1353238

  46. Not art by Anonymous Coward · · Score: 0

    How can an industry truly grow, and an art form evolve, if everyone is gone by the time they hit 30?

    First, games are not an "art form", except in a very general sense. Games are games. Board and card games have been around for thousands of years, and no one's ever come up with the boardgame or card game equivalent of the works of Matisse or Beethoven.

    Second, even if games were an art form, the youthfulness of the developers would hardly be any kind of a hindrance. There is plenty of good pop music written and performed by people under the age of 30.

    Video games don't need to be art, and they don't need to "evolve", the rules of basketball haven't changed much over the last century or so, and people still enjoy watching and playing basketball. Video games need to be fun. That means engaging gameplay, decent graphics, and having most bugs and glitches cleaned out. World Of Warcraft and the Grand Theft Auto series are fine examples of game crafting at its best.

    1. Re:Not art by Anonymous Coward · · Score: 0

      Board and card games have been around for thousands of years, and no one's ever come up with the boardgame or card game equivalent of the works of Matisse or Beethoven.

      Chess, motherfucker -- have you heard of it?

    2. Re:Not art by Anonymous Coward · · Score: 0

      LOL! Score! A direct hit!

    3. Re:Not art by mgabrys_sf · · Score: 1

      Thank you.

      Thank you for defining what is and isn't art for all of us.

      That's one hell of a burden you have there and you're shouldering it so well. From all the gang at the office, kudos!

  47. Define License by Black-Man · · Score: 1

    The Quake engine isn't given away for free.

    1. Re:Define License by vertinox · · Score: 3, Informative

      Hrm.... Well free as in GPL code.

      http://en.wikipedia.org/wiki/Quake#Source_code

      The source code of the Quake and QuakeWorld engines was licensed under the GPL in 1999. The id Software maps, objects, textures, sounds and other creative works remain under their original license. The shareware distribution of Quake is still freely redistributable and usable with the GPLed engine code. One must purchase a copy of Quake in order to get the registered version of the game which includes more single player episodes and the deathmatch maps.

      Sure its not free as in BSD, but doesn't cost anyone to download and use (and even release a commercial game) as long as they adhear to the GLP license.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:Define License by strick1226 · · Score: 1

      Not necessarily. Perhaps you mean the very-latest, Quake4 engine? In which case, you're right.

      However, the Quake engine source code was released under the GPL by Carmack back in 1999.

      source: http://www.answers.com/topic/quake-engine

      From the above link:

      On December 21 1999, John Carmack of id Software released the Quake engine source code on the Internet under the terms of the GPL license, allowing programmers to edit the engine and add new features. Soon programmers were releasing new versions of the engine on the net. A few of the most known engines are:

              * DarkPlaces - An engine modification that adds realtime lighting and shadowing, Quake III BSP support, a completely new renderer, and many other features.
              * Tenebrae - A derivative that was the first to introduce realtime lighting and shadowing to the Quake engine.
              * Telejano - A modification that adds many more features and particle effects.
              * Tomaz Quake - One of the first Quake engine modifications on the net.
              * Twilight Engine - Fastest of the known Quake engines, this modification is based on performance rather than extra features.

          I don't want to get into the "GPL isn't completely free" argument, but that's a pretty nice thing to have released, if you're a small-time developer/hobbyist.

    3. Re:Define License by stewartjm · · Score: 1

      http://www.idsoftware.com/business/techdownloads/ Quake and Quake II look pretty free to me.

  48. One possible explanation... by NewmanBlur · · Score: 1

    Is he talking about only American game developers? Or developers from all of the world?

    One possible explanation is that something like 50% of the games in the world are produced in Japan, where 10-12+ hour days are pretty typical at EVERY company, and game companies are no exception. A lot of the stuff the Japanese produce is crap that never makes it out of the home market, but there are definitely huge, globally competitive companies like Konami, Capcom, Square, Namco, etc. Since this is what the American companies have to compete with, it's not really surprising that game developers are overworked.

    --
    Per ardua ad astra.
  49. Always will be creativity! by Mantrid · · Score: 1

    Check out Mount and Blade, it's a fun little game even though it's lacking the polish of a AAA title. It was made (as I understand it) by a couple from Turkey. They've sold something like 80K copies at $10 or so a piece...not bad especially for that area of the world! A good game, plus word of mouth, and internet distribution is a good formula for having many great years of PC gaming to come!

  50. Re:Make your own GPL Project by mrchaotica · · Score: 5, Interesting
    How many of us would help with code or art if some one came up with a good idea?
    Apparently not that many, because there are hundreds or thousands of GPL game projects on SourceForge, and most of them are dead (or never really got started in the first place) because there weren't enough people to make them. Surely some of them had to be good ideas!

    I've been thinking about this issue lately, and I'm stuck with a conundrum: Why are people so interested in modding commercial games, when they could use a Free game engine instead and have their work more widely available?

    There are a couple of possible explanations for this:

    • The commercial engines are more technologically advanced and come with better tools
    • The commercial games provide a pre-made style and story universe, and it's easier to create a new story within that framework than making an entirely original one
    • Modders start out as players; they are only interested in the game they're familiar with

    However, none of these reasons seems to provide a complete explanation for why there isn't even a single example of an extremely popular GPL game. I mean, there's no reason whatsoever that the next Counterstrike couldn't be built on Cube or the GPL'd Quake 2 source... so why isn't anyone doing it?
    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  51. Why not look to Hollywood? by jjohnson · · Score: 1

    Now that game budgets are approaching the budgets and crew sizes of smaller Hollywood productions, why not look to movie studios for the organizing methodology for bringing in a multi-million dollar production requiring immense creative input on-time and on-budget? The budget-busting fiascos we hear about aren't common, they're the product of big stars/directors/producers with too little studio control. The more common case is a fairly rigorous process that moves through well-defined stages with constant oversight, without ever becoming what we call a death march; the end result is a solid financial vehicle that makes money for the investors and also produces creative content that can be judged on how it works as a piece of art.

    It's also a system that rewards talent and money-making ability with money.

    You want to make a multi-million dollar game? Hire a movie executive to run the process rather than a 30 year old EA graduate who thinks 90 hour weeks are normal.

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    1. Re:Why not look to Hollywood? by shadow-9 · · Score: 1

      "Hollywood" movies and "creative" used in the same sentence? Oh, no, no, no!

      Usually, it's the small, indie flicks that have the real uniqueness, the real innovation. Just like the game industry. You're going to get really good and really bad games if you go to the underground, but on the surface, you'll only get the same 'ol same 'ol.

  52. No new games in the last 10 years by InsaneProcessor · · Score: 1

    Since I have not seen anything new in the gaming world in 10 years or more, it's no wonder. All games are the same old RPG, FPS, or racing. No real innovation has existed. Just different looks, different quality. I'ts no wonder that the whole game industry is burning out.

    --

    Athiesm is a religion like not collecting stamps is a hobby.
    1. Re:No new games in the last 10 years by Cederic · · Score: 1


      The whole realtime strategy genre would appear to have skipped straight past you.

      MMORPGs not available for your preferred platform?

      Forget individual games, and there have been several with a lot of innovation (the GTA series, BF1942, even something like Black & White, which while it sucked, was certainly innovative), you seem to be ignoring innovations on an entire genre level.

      Never mind. Go back to R-Type and Pole Position, who needs this new fangled technology..

  53. More coders need to be involved with business by xtal · · Score: 5, Insightful

    You're being exploited because you let yourselves be. That's the harsh truth.

    If you want a life, you need to control the business aspect where money is generated. Otherwise the machine is going to use you up and spit you out, if there's one thing conclomerates like EA have shown, is you can beat programmers stupid and (new) ones keep coming back, begging for more.

    Get involved with the business, own the IP, sit on equal footing.

    Yes, business sucks sometimes. Coding sucks sometimes too. If you're able to distingush people with the clue from those without, use that to outbid people. Yes, there's big budgets involved - but there's also people with big pockets who will fund things that look like they'll make money.

    Entrepreneurs: See the above? Find some really good programmers and PARTNER with them.

    Otherwise? Well.. I'm sure there's a fresh crop of programmers to burn out next year.

    --
    ..don't panic
    1. Re:More coders need to be involved with business by Anonymous Coward · · Score: 0
      You're being exploited because you let yourselves be. That's the harsh truth.

      Yes. Absolutely! I'm not sure if it follows that one needs to follow enterpreneurial path, but it definitely is necessary to understand business realities, starting from the value additions you as a good programmer (engineer, designer, whatever -- titles are just titles) bring, and as the result, your own market value.

      I find it weird that many naive youngsters think that "no one makes 6 figures; and besides, I'll work myself to death before I'm 30". Ha. I make 6 figures, in a comfy (but productive) job. That has much to do with experience, and being able to actually work with others (including esp. managers, analysts, customers), IN ADDITION TO being rock-solid programmer. Next step may be trying my own company, at some point. Or if not, aiming at principal engineer level; or speaker/author... there are so many possibilities within software development that most novices are completely unaware of.

      But then again, I do see many recent grads burning out after 1 year at this current "sweatshop" I'm working at (doing my typical 40 hour week -- as they could as well, if they only thought things through).

    2. Re:More coders need to be involved with business by Pearson · · Score: 1

      You're being exploited because you let yourselves be. That's the harsh truth.

      Well, I understand what you're saying, but I wonder...

      Why was there ever a need to ever form a union anywhere? I'm no fan of unions, but it seems like the games industry is a pretty perfect example of why they can be necessary. I mean you can't expect that every single person in games who's over 30 can just start their own company and expect to compete with EA. Even if they grouped up in teams, they couldn't attract the money to do more than R&D ; they'll never "look like they'll make money". Plenty of big names have plenty of products that lose money every year.

      As for your last comment: "Otherwise? Well.. I'm sure there's a fresh crop of programmers to burn out next year." There is no "otherwise". The next crop is out there, no matter what. Even if everyone over 30 left to form a few thousand startups, there would be no shortage of those who want to be next in line for abuse. Maybe because of that even a union strike wouldn't have any real effect...just bring in the starry-eyed scabs.

      The real mystery to me is, where did the management come from? They are the ones who propogate these problems. In regular software development there are more realistic schedules, more standardized tools and methods. In games it's pie-in-the-sky and full speed ahead!

      --
      I...I'm attacking the darkness!
    3. Re:More coders need to be involved with business by Anonymous Coward · · Score: 0

      The next crop is out there, no matter what. Even if everyone over 30 left to form a few thousand startups, there would be no shortage of those who want to be next in line for abuse.

      This overlooks one really major problem: there is a huge shortage of those who are capable. I've been in the games biz for a very long time now and it has been getting harder and harder to find competent people, and its not because everybody is staying away from this "abuse". There are rough patches, but frankly most of the software industry has those and they aren't universal even in games. There simply aren't enough skilled programmers.

      The real mystery to me is, where did the management come from? They are the ones who propogate these problems.

      The main problem is that since I've been doing this the games have grown from tiny projects of 1-3 people to monsters with 100-200 (and more!) person teams. Processes that worked before do not scale well and so everyone is left scrambling to try and find new processes that work at the new scale. The management is either old timers who have to adapt, or new people brought into the industry who don't really understand it. And it is a tough problem domain -- we are doing soft realtime high performance graphics, simulation, audio, AI, physics, etc. on embedded hardware with perpetually beta tools and cross-disciplinary teams on an aggressive schedule necessitated by lots of competition. And it needs to be fun and original. So its a bit naive to just lay the blame at the feet of management and tell them they suck.

      The development processes do tend to be weak, but (in some parts of the industry anyhow) efforts are continually being made to do things better. And looking around at non-game parts of the software industry, it is not always true that they are way ahead on this count.

  54. 5 years later.... by joebooty · · Score: 5, Informative

    I worked in the games industry in PC game development for about 5 years coming out of college. Some good things. I had my own office, there were pinball machines and game consoles in the break room, you could get pizza billed to the company delivered any time after hours etc. Also I learned some very important things about software development. Things like designing self contained code that can not break/interfere with unrelated code. Also learning that just because an app is more or less code complete means very little in the overall completion of your product, the real work is just beginning when that project hits QA. We had a QA lab inhouse and it was interesting to get perspective from interacting with those guys. Also the job made me better at testing my own code because if I did not test it well, I was just going to have 20 entries in the bug tracker when i got to work the next morning. Now on to the bad things. 60 hour weeks were very common. When there are milestones or internal project reviews or E3 or some gamign conference require special builds it is more like 70-80 hours with no weekends. When you have a team of 8 programmers and on any given day 4 of you are still there at 9pm it psychologically does not seem so bad because everyone is going through it together. Likewise when you show up on a Sunday and you see all the familiar cars in the parking lot you do not feel as though you are getting 'screwed' on your weekend. It is kind of amazing what you can get used to but in the end it does feel like young single programmers pretty much are the fuel of the gaming industry. When they are tapped out there is always more fuel waiting to jump onboard. Over time you realize all those perks are just lures to keep you at work as much as possible. When you are 22 some of these sacrifices are not so bad and you are constantly learning new things. When you move on to your second and third projects you start to realize that the problems are no longer new and being at work 60-70 hours a week for a salaried job is more annoying that it used to be. It is annoying things that change over time like hardware technology and machine API's relearning these things over and over every couple years is not intellectually rewarding it feels more like a chore. You can make a good living in games but most places pay a fairly modest salary and then have project completion bonuses that can be VERY rewarding if the product does well. Unfortunately programmers are just one part of the equation on whether or not a project sells well but we ARE the only part that does 20+ hours of free overtime every week for a couple years. Unless your product does great it is entirely possible that you walk away with the equivalent of 5-10$ per hour of bonus money for all that OT you worked which is really a raw deal. Ive been out of games for about 5 years now and would not consider going back. I do not regret my time there because I learned a great deal, but leaving the industry yields more money for fewer hours of easier work. Not a hard decision in retrospect.

    1. Re:5 years later.... by batonrye · · Score: 2, Informative
      This is all kind of discouraging to me.

      Currently I develop games as a hobby, and if that's the way its going to be working in the industry... well I just don't know if its something I want to peruse as a career. It seems to me that keeping the work enjoyable is crucial to producing quality and *original* content.

      -----

    2. Re:5 years later.... by nb+caffeine · · Score: 1

      All through college I wanted to "make games". I programmed as much as I could in my spare time (between counterstrike and theory of comp). After graudating, I got a "real" job, writing boring code for a business. Now, I develop games in my spare time. Keeps it fun, but does take longer to accomplish anything. Still, it is a hobby, not a job. Once you make your hobby your job, it has been my expirence that it isn't fun anymore.

      --

      "Something's wrong with you...and I hope we never do meet again." - Deftones When Girls Telephone Boys
    3. Re:5 years later.... by abmurray · · Score: 1

      Unfortunately programmers are just one part of the equation on whether or not a project sells well but we ARE the only part that does 20+ hours of free overtime every week for a couple years. But I'm sure none of the artists were killing themselves with 20+ hours of free overtime a week. Oh wait, yes we do.

    4. Re:5 years later.... by joebooty · · Score: 1

      I can not speak for your company but where I worked aside from a couple guys (conceptual artist/art director and maybe 1-2 modelers) the artists were all lumped in a collective art pool and did not belong to dev teams directly. Also they got overtime pay so it was apples and oranges to compare them.

    5. Re:5 years later.... by Mskpath3 · · Score: 1
      Unfortunately, the poster is correct.

      At "fresh out of college" age, it can be almost charming to work in a pressure cooker scenario, particularly if you're on a team full of people passionate about getting this game done. This is fun once or twice.

      But after a few runs at this, it gets old. Real real old.

      Oh wait, I was talking about 1998. Fast forward to 2006.

      It's not even fun once now. Where I work, we currently have a project with a 90+ person team (monstrous) where a significant portion of the team has been working 80 hour weeks for a year. A percentage of that has been mandatory. I'll pause for a moment to let that sink in. That's like going to work twice every day for a full year. With a healthy helping of weekends. I'm not on this project, but I'm watching it as an outsider. We've got a lot of young guys these days - many first timers. And now, these first timers already have the 1000 yard stare. The bitterness and sarcasm you normally reserve for the established 30+ people is present in the 22 year olds.

      Yes, this particular project is fubar and riddled with mistakes, but I view that as more of a symptom of the problem, not the problem itself. The problem : AAA games are monstrous affairs with budgets in the $20million+ range, horribly overscoped on increasingly complex hardware.

      Traditionally, I've been a low-level kind of guy. In that much sought after "tech guru" position. Optimizing things, building renderers, leading major architecture projects. I'm supposed to love the hard stuff. I once did. But now...pff...I find myself at the keyboard every day wondering why we can't just do Gameboy games. The hard fact is, I don't make games anymore. I am aimed at atrociously hard, ill defined problems. Games, ha. No programmer on a 90 person team feels like they're part of a game. I am 30. It should seem ridiculous that a 30 year old should be so shorn of passion.

      If you absolutely must get into games, by all means do so. It's not a dead end. Just go in with your eyes open. Not every place is an EA-like meat grinder. But many are, so go with a healthy dose of cautious optimism.

      The best advice I can give you is : it is better to play games than to make them.

    6. Re:5 years later.... by BenjyD · · Score: 1

      Given those conditions, I'm amazed that there are any programmers willing to work in gaming at all even for a few years. I work in business software and, while we do have crunch weeks from time to time they are the exception and we always try to figure out afterwards what went wrong and how we can make sure it doesn't happen again.

    7. Re:5 years later.... by jjohnson · · Score: 1

      Take a look at A Tale In The Desert to see what one guy can accomplish on his own, then do the math: ~1,500 subscribers paying $13.95/month means around $250,000 a year. Total costs are a five-figure server, but amortized over several years, and bandwidth/colocation costs, leaving over $100,000 a year (probably over $150,000) salary for the owner/developer.

      That's what you can do on your own, by yourself, setting your own working hours and developing a game in which you're genuinely interested developing, without killing yourself and without tolerating 'suits'.

      --
      Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
  55. Up or Out by sketchkid · · Score: 2, Interesting

    There's nothing wrong with an up or out mentality in an industry. Both big law firms and management consulting firms employ this strategy. Having a revolving door of fresh blood may be what allows the industry to flourish with new creativity instead of stagnating with aging dinosaurs.

    --


    ------
    [insert funny .sig here]
    1. Re:Up or Out by TyrionEagle · · Score: 1

      Revolving the bricklayers doesn't make innovative buildings if they are stuck with the same architects. Or the architects are stuck with management that says "that building sold well, make seventeen more of it"

      --
      -- I like the cut of your thinking, young man. - me.
  56. If by "stress" you mean "producers"... by SloppyElvis · · Score: 2, Insightful

    Technical innovation has been raging in games, screenshots are ever more beautiful year after year, sound is terrific, and physics are improved. It's the content and themes that are stalled in a never-ending regurgitation of last year's offerings, and this is a result of producers wanting a "safe-bet" for the stakeholders money.

  57. Being a Game artist...SUCKS.... by Jackie_Chan_Fan · · Score: 5, Insightful

    Its hard to really care when you're an artist working on games. All you hear is, "the game industry makes more than hollywood" and all you see is very low wages incomparison to hollywood fx artists, insane deadlines, tons of tedious work, little control over idea because it came down from the suits, no room for advancement, and it sucks the life out of you.

    The industry supposedly makes so much money and yet the salaries are like 40k to 60k, while the work days are 12 hours.

    Its not a fun job.

    The days of garage games are pretty much over due to the amount of time it takes to make a good 3d game.

    The game industry was great for artists and programmers, but then the suits came in. Yup those vultures from the entertainment buisness, such as the movie and music industry decided to get their hands on the gaming cash.

    No longer are the days of the garage game developers who make millions making a hit game. Now you go and work for the suits if you want to make a game. You get shit pay and thats the way it is.

    How much money did Halo make? How much do you think the guy who animated Master Cheif made?

    Peanuts.

    It's a shitty buisness thats been raped by the buisness majors.

    which is why i've decided to leave it and go into film and advertising.

    1. Re:Being a Game artist...SUCKS.... by scwizard · · Score: 1

      Why is this labeled as funny dispite being 40% insightful???

      --
      ~= scwizard =~
    2. Re:Being a Game artist...SUCKS.... by Anonymous Coward · · Score: 0

      Think you're not getting screwed enough? Then yeah, film and advertising is the route for you. The extra bonus is that those two fields are about a thousand percent more ego-ridden than the game industry.

    3. Re:Being a Game artist...SUCKS.... by Anonymous Coward · · Score: 0

      Thats pretty surprising, as the most insufferable ego driven pricks I've ever met happen to be programmers for gamedev companies. But that could just be anecdotal.

  58. And working at EA is the best job in America... by woodsrunner · · Score: 1

    When CNN/Money claimed that working at Entertainment Arts was the best job in America I figured they were either being sarcastic or jobs in America really suck.

  59. Easy by uberchicken · · Score: 1

    We need a supply of developers in their 20s.

  60. The Source of This Stress by podperson · · Score: 1

    It's hard to be a hardcore coder AND a hardcore World of Warcraft / EverQuest raider. 12h coding + 12h of grinding xp/pharming/raiding doesn't leave a lot of time in a day.

  61. Re:Regulation is to blame. by NBarnes · · Score: 1

    Somehow, I really really don't think that more flying limbs and more photorealistic war crimes will bring the joy and passion for games back to jaded developers....

  62. Re:Make your own GPL Project by ivoras · · Score: 1
    mean, there's no reason whatsoever that the next Counterstrike couldn't be built on Cube or the GPL'd Quake 2 source... so why isn't anyone doing it?
    I'd say it's "human nature" - not many people want to create something that will be totally unknown and unused. In other words: modders of famous games become famous, modders or creators of unknown games gain nothing.
    --
    -- Sig down
  63. How can the industry grow? Lets ask ... by Anonymous Coward · · Score: 0

    Stripclub owners! Not many strippers make it past 30, but strip clubs are still thriving. The key is to keep drumming up new talent. Maybe even open a school for aspiring strip^Wgame developers...

  64. Replacability by Skraut · · Score: 2, Insightful

    The problem with the industry (or at least as I experienced) is that most of the stress comes from the looming spectre of "Do what we say or you will be replaced." You make the games you're told to make, and if you don't there's 10,000 other pimple faced kids with a copy of "Making Games for Dummies" ready to take your place for half your salary. Want to be creative? want to be innovative? Tough. As the story a couple days ago about Wal-Mart pointed out, The stores are looking for publishers who do what they are told.The publishers are looking for studios who do what they are told. Studios are looking for designers who design what they are told, and designers are looking for programming teams that do what they are told. Everyone who "dreams" of being in the business is just so happy when they get an opportunity that they just get taken advantage of, and become another cog in the corporate machine.

    --
    Introducing Microsoft Vacuum 1.0 The first Microsoft product that doesn't suck.
    1. Re:Replacability by BenjyD · · Score: 1

      The "programmers are replacable" idea is absolutely crazy. Even ignoring the creativity argument, it certainly explains why most games are buggy pieces of crap. Experience in software is hugely valuable: a kid straight out of college may be able to write an algorithm, but far more important is the ability to write maintainable, testable, readable code.
      The idea of a whole development team made up of people who write code like I did when I started out would scare the hell out of me.

  65. Re:Make your own GPL Project by Anonymous+Monkey · · Score: 1

    A GPL game involves art, music, code, story, balancing, game play, and the list goes on and on. This involves work, time and effort. Most people who would want to get involved don't have the time to. If a GPL game was to work big time, it would need backers like OO.o or Firefox has. The problem is Firefox and OO.o provide the backers with something they can use to make money, a GPL game would be fun, but game companies wouldn't make any money off of it.

    --
    We are the Borg...
  66. Exactly (please mod up parent) by Anonymous Coward · · Score: 0

    I came to the same understanding a year ago, and I've been reading business books ever since. The hard part was to get started, but now when I got some 20 books under the belt, I feel very comfortable and confident talking business. Know your value!

    Thanks for an excellent post, xtal. I wish I had mod points, but hey... Anonymous Cowards don't get those... ;o)

  67. Re:Make your own GPL Project by Jastiv · · Score: 0
    One of the big problems is proprietary 3d kernel drivers. This limits the number of people who would be involved with it. Installing proprietary drivers is an annoyance, and then they don't always work properly either.

    However, there are some good GPLed 2d games. Battle for Wesnoth is one. Another one that is good is crossfire

  68. Re:Regulation is to blame. by LibertineR · · Score: 1

    I do, but not so much that these are the things developers want to create, but everyone wants to be successful, and game development is a great risk. Some ideas are sure fire hits, while others fail and developers are looking for work. I think most developers want to create something that shows their talents to the largest possible audience. If nobody buys your game, you cant do that.

  69. sorry, but game-dev shops are worse by SEAL · · Score: 2, Insightful

    I worked as a game developer for several years. I loved the work, but I was underpaid and it definitely hurt my personal life (i.e. I had none).

    During my last project, we were actually told by management that a 60 hour week was now mandatory (with all of us being salaried). That's when I gave them my 2 week notice.

    Note that I often put in more than 60 hours in a week before that. But it was my choice, sort of. I needed to do it to get the work done but no one was saying I had to punch a clock.

    This sort of jackass management behavior went on through every game project I worked on. Not only are the devs on a 5 year burnout cycle, but the game industry seems to attract some of the most juvenille and inexperienced managers I've ever seen. These are the wannabe corporate ladder climbers who couldn't get jobs at real companies. They promise deadlines to publishers that they can't possibly hit and then work their devs to death in an attempt to meet them.

    The only other time I've seen such incompetence was with some of the dot-bombs of the late 90s. But in the game industry this goes on more often than not.

    Contrast that with where I am now. I'm a senior dev working on a lot of technically interesting code. It's not games anymore but guess what? I work 9 - 6 and I make 2x what I was paid as a game developer.

    Sure game dev was my passion but mismanagement has a way of changing your priorities. Would I professionally work on games again? Sure. But only if I owned the company.

    1. Re:sorry, but game-dev shops are worse by 91degrees · · Score: 1

      My company tried pulling something like that. I just made it clear that I do overtime when I deem it neccesary. However, it's hard. Saying "No I won't do overtime" is a surprisingly difficult thing to do. Especially when you're the only one saying it.

      Going totally off topic - how did you find a job outside of games? I tried, but all the ads on job websites turn out to be agencies, and agencies are only interested in finding me positions with games companies.

    2. Re:sorry, but game-dev shops are worse by SEAL · · Score: 1

      Well the new company I work at is a publisher of casual games, does a few games in-house but mostly publishes for 3rd parties. I don't work on games, however.

      Also some of the guys I used to work with in the game industry went off to start their own company. They sold games through my current company. So I got my foot in the door because of the people I knew. Which is often the most productive method of finding a new job.

      Another friend of mine went the recruiter route but he found a recruiter who was paid based on a percent of the salary of the new hire. Often times it's the reverse - they get more money if they can get you hooked up at a lower pay-rate. So if you come across one of the former - work with those guys - they are great.

  70. Hate dreary predictions come true by leadingZero665 · · Score: 2, Insightful

    Ten years ago I fled my passion of game development to the much dryer realm of chip design because I thought the game industry wasn't going to be kind to the middle aged, married with children crowd.

    My friends that stayed confirm. It really sucks, because the best programming I did and saw done was coding games.

    The scale of today's games makes it much more difficult for a small, private company to make much of an impact-- which is about the only place I'd want to work.

  71. Re:Make your own GPL Project by LeninZhiv · · Score: 1

    Look at the interactive fiction community--lots of great stuff is getting put out for free, and there's a non-trivial amount of coding involved in putting out an IF game.

    But getting from that great story/gameplay to a 3d graphics-and-sound fest that would draw in casual gamers is a *huge* amount of work that would require many developer hours, and very little in the way of artistic creativity.

    I think that this parallels a wider trend one sees in Open Source where interesting projects tend to be extremely succesful and dull/monotonous areas tend not to be addressed so well. Creativity is not lacking in open source games, as the IF community shows, but marshalling the resources necessary to make compelling 3d graphical games is beyond the community, due to the monotonous nature of the work.

  72. minirant by GoatVomit · · Score: 1, Interesting

    I guess it was easier for Pete Cooke and the rest when coding a game was a single man effort besides the mandatory stunt doing the music score. Then they started adding more and more people and now it sounds more like making a movie. I don't necessarily see the amount of people involved as a problem per say but often people have different agendas and it's hard to have them all sold on a well defined vision. Too often the way to go is to offer something for everyone in the process diluting the original idea if there ever was one. It seems like marketing has become the king even when it should be content and the coders are stuck in limbo between the utopia of what could have been and commercial values. "Forget the plot lets make really good looking screenshots" I doubt the soulless but pretty end result inspires coders much. For example Arcanum wasn't that pretty but it had an excellent main plot with multiple possible endings. Add five years and now we have Oblivion which looks really pretty but the plot seems like something Steve Ballmer came up with between his rants. Apparently it's more profitable to spend the cash in marketing than giving some of it to someone who knows about fantasy plots. George RR Martin, Robin Hobb et al spring to my mind. A really good plot might inspire the coders or it might not but it would certainly make games more interesting and something of that would have to trickle back. People will always complain about their jobs. At least most aren't digging graves in Finland.

  73. Supply and Demand by deuterium · · Score: 3, Insightful

    If game companies get away with overworking or underpaying their employees, it's only because there is apparently an oversupply of coders eager to work in games. This is a lot like professional acting or singing. Everybody wants to do it, and those who aren't the best at it won't get any great reward, but may still be happy to be involved on some level. Sooner or later, the invisible hand will set a steady scale rate for developers with the requisite experience. What is probably most needed are HR people who are able too weed out the enthusiastic but mediocre from the pool of qualified candidates. Working a clueless hack to death isn't going to do anything to help your quality or release date, and as the industry matures, I think compensation levels will as well. Too much money is at stake to play Monty Burns with the workforce.

  74. Dude! Look at Rock and Roll by chivo243 · · Score: 1

    besides the Stones and a couple artificially propped up bands, not many "new & different" sounds come from old geezers. If I had the energy I had 20 years ago, I might give a career in music a try.

    --
    Sig Hansen?
  75. I've been there. Different time scale? Oh yeah. by Anonymous Coward · · Score: 1, Interesting
    >>When was the last time McDonald's had "crunch time" ?

    You've never worked in fast food, have you? The job get *very* stressful when demand exceeds the fixed ability of the kitchen to produce. It's just a different time-scale.

    Oh, cut me a break! Yeah, I'd say it's a different timescale! I've never heard of a fast-food employee working for 40+ hours, straight, sleep an hour or two under a desk, then pick back up and do another 12 hour day before going outside to sleep in the car to get enough energy just to drive home to sleep, then come back and repeat! I've done 100+ hour weeks for months. At $50k/year salary, I think that works out to about the same amount I'd have made working equal hours at fast food.

    Working that sort of extreme schedule has a price. First of all, you never see your family, sleep at the office 3 nights of the week, don't get exercise, eat whatever you can get quickly, have no time for recreation, etc. It's called "death march" for a reason. Constant headaches, blackouts, racing pulse, dizziness were common symptoms among the engineering team. My symptoms mostly went away within six months of quitting and returning to a normal 9-5 career, but my formerly coal-black hair gained an amazing amount of grey in two years! I was 25 years old. Most of the 120 person company, excepting senior management, was under 21 years old.

    Game development is like pro sports. You're either 100%, devoting all of yourself and sacrificing your personal life for the team, or you're out of the game. Sounds stupid, but it's true. I know an ex-pro American Football player (lineman for the Vikings) and he once called game development "nerd football -- except you guys beat up your bodies from the inside out." He has a point.

    Fast food, no matter how stressful, is over when you walk out the door. You don't go home worrying about the bloody hell you're going to pull off the impossible and invent some new process tomorrow in time for the next investor deadline. You just do your job, then leave. Additionally, the stress on a game developer follows him home because due to peer pressure you're never really allowed to be "off duty." You feel like you're letting your colleagues down by not working all night, or both weekend days.

    Luckily I got out while I still had a marriage. Many of my colleagues chose their job over their families and got "the call" while at work. (meaning wife calls to say "I'm leaving you and won't be here if you come home.") When you're not there, you have no marriage.

    Shipped a PC Gamer "Game Of The Year" title and made a ton of money for my company and our investors (not for myself) but it almost cost me my marriage, made me miss out on two years of my kid's childhood, and certainly impacted my health. Was it worth it? In retrospect, no.

    In a way I'm glad I did it but I would never, ever do it again. Not for five times the salary. Seriously.

    --"Jack"
    Posted anonymously, for obvious reasons.
    1. Re:I've been there. Different time scale? Oh yeah. by hazem · · Score: 1

      Working that sort of extreme schedule has a price. First of all, you never see your family, sleep at the office 3 nights of the week, don't get exercise, eat whatever you can get quickly, have no time for recreation, etc. It's called "death march" for a reason. Constant headaches, blackouts, racing pulse, dizziness were common symptoms among the engineering team.

      That all makes me wonder how effective you all were working like that. It's a race to the bottom when each person is willing to work just one more half hour. How much of that work was re-working stuff that was done wrong?

      Do you ever think that maybe getting some more sleep, more exercise, and a little time away, would have made your work-time more effective and efficient?

    2. Re:I've been there. Different time scale? Oh yeah. by lgw · · Score: 1

      I've done 100+ hour weeks for months. At $50k/year salary, I think that works out to about the same amount I'd have made working equal hours at fast food.


      Wow, I have to say that this guy is the stupidest person I've seen on Slashdot (and that's a high honor). Just wow.

      --
      Socialism: a lie told by totalitarians and believed by fools.
  76. I lasted 4 years by rAiNsT0rm · · Score: 2, Insightful

    Four. I don't even personally know anyone who has been in the game for 10. 2-3 is the norm, and I eeked out one last year.

    It is a fast-paced, high-stress, thankless, low-paying, non-creative field. It didn;t used to be this way, bottom lines and the almighty dollar used to still play a big part in things but now it is just insanity.

    I have personally witnessed more innovative and fun titles get axed to move the talented folks on the team to work on some budget title or licensed product to meet a deadline than anything else. It is disheartening for everyone involved, and crushing to many. Who wants to work like that? Not creative talented individuals, but code pushers who just work in the confines of some pre-built engine and collect a meager check.

    I really want to see the Revolution make good on their claims of open/indie development for the system. Online distribution and a free/low cost accessible dev system would produce so many great and unique games. Xbox 360 is still too expensive and has too many barriers to really take off in this area and will just be a haven for ports and such, the Revolution has a rela chance to break into new territory and if they do I think a real revolution will begin.

    The industry needs to collapse and come down off of this Hollywood emulation they so desperately cling to, it has become derivitive, immature, inaccessible, expensive... and for what?

    --
    http://teasphere.wordpress.com - A little spot of tea
  77. Make your own money tree. by Anonymous Coward · · Score: 0

    "I've been thinking about this issue lately, and I'm stuck with a conundrum: Why are people so interested in modding commercial games, when they could use a Free game engine instead and have their work more widely available?"

    How about because they're thinking of making money with their mods. As for commercial being better? You be the judge (wmv)

  78. YES! They do cripple it! by Anonymous Coward · · Score: 0

    Yes! Working in the gaming industry, I have seen first hand how over-zealous publishers* have cut development time by 4 weeks, demanded many more features, and constantly threatened us with "We are going to pull out unless you fix 200 bugs a day." Because of that, our game (name withheld), whose title/brand already has a decent history of success, sucked. They did not allow for us to finish balancing the game, art, and mechanics (such as physics, UI, etc). Consequently, that title got a very low score by virtually all game reviewers. The publisher was too concerned about getting it out the door than actually making a good game.

    *Publishers: Big companies full of suits usually more interested in putting a game on the shelf rather then making it actually FUN. They usually hamper/change design, but don't actually make the game (though they claim they do). I'd say more, but they might sue. :(

    1. Re:YES! They do cripple it! by __aaclcg7560 · · Score: 1

      It got pretty bad at Inforgrames (now Atari) for a while. Each development studio was allowed to stuff the channel with as much product that they can "reasonably" do given their market segment. All these products were announced for all platforms available and it became nightmare trying to squeeze everything through. The content "sucks" rating went straight through the roof. Eventually, titles were cancelled, studios were sold off, and Atari is now a shell game.

  79. Re:Make your own GPL Project by zacronos · · Score: 1

    > Modders start out as players; they are only interested in the game they're familiar with

    Perhaps modders have a sense (whether true or not) that potential players are more interested in a game engine they're familair with. So, since they want to do mods that will be successful, they stick to commercial games.

    In other words, if modders think there is more demand for a commerical mod, that's what most of them will want to create.

  80. Re:Make your own GPL Project by Anonymous Coward · · Score: 0

    >However, none of these reasons seems to provide a complete explanation
    > for why there isn't even a single example of an extremely popular GPL game.

    No explanation.

    How about a nice game of NETHACK, though?

  81. Re:Make your own GPL Project by Indiana+Joe · · Score: 1

    If a GPL game was to work big time, it would need backers like OO.o or Firefox has.

    The engine isn't the only intellectual property associated with a game. A company could make a game's source code available under the GPL, but still sell the art, models, levels, quests, music, and other associated bits that turn an, "engine" into a, "game".

    --
    I can't decide if this post is interesting, funny, insightful, or flamebait.
  82. This can be fixed by NMZNMZNMZ · · Score: 1

    I've been thinking about these problems for a long time. I want to go into game development, preferably either game design or game programming. I'm working on several projects in my spare time right now (see URL). I'm going to college for software engineering with an emphasis on games this fall.

    I've read articles and comments like those on this page, and they all say the same thing to me: Game companies underpay and overwork their employees, and this is creating both terrible games and burned out programmers. After thinking about it, I thought of what I think the problem is and how it can be fixed.

    Here's my bottom line: Games are too expensive to develop. Like the parent poster said, innovative ideas don't get any of the funding they need to thrive. We're talking millions of dollars with today's development budgets. The only games that get funding are the already-proven, sure-fire (at least, according to the bean-counters) games. This makes sense - why spend millions of dollars on something that might crash and burn?

    So the problem isn't with people unwilling to fund games, but rather with the game development cost itself: if the cost was a few thousand dollars instead of several million, a small group of people could probaby fund an entire project by themselves! I compared today's games to the games of the NES and SNES eras -- why are we hearing so many horror stories of low-paid, overworked employees working on unoriginal games that suck? In the NES/SNES days, practically anyone could get in on the action because it wasn't a huge risk with millions of dollars at stake. Having so many developers working on so many games really opened the door for innovation. Look through your favorite NES collection and see how many different developers there are: Hudson Soft, Virgin Interactive, Camerica, Mindscape, Taito. Now look through your favorite current-generation games; many fewer developers with hits that you love: Nintendo, maybe Bungie or Rockstar, Konami...

    After identifying the problem, I tried thinking of solutions. What can we do to lower development costs? One thing stands out beyond all the others: graphics. It takes many weeks to create a model and all of the poses and animations that go along with that. Not to mention all of the level design that goes into adding the third dimension. I think it would do the industry a large favor if it started encouraging 2D games more. Handhelds are a good market, though they are too turning to 3D-only games. Now, I'm not saying that 3D games don't have their place -- amazing games like Ocarina of Time, Halo, or Metal Gear Solid would have been impossible without 3D -- I'm just saying that we should encourage modern 2D games (think Cave Story) more than we do. In short: bring 2D back to the gaming world.

    The other costly factor is distribution and marketing. While I think this was a "problem" back in the NES/SNES era as well, we now have the tool we need to nearly eliminate this cost. The internet is the perfect distribution platform. I know I'm preaching to the choir here, but hear me out. If we could get mainstream console developers (the "big three") to support downloads of smaller gamedev companies' games onto their consoles, this would lower costs and be a huge boon for "indie" companies. Look at the PSP's homebrew development community. Amazing work going on there. Now imagine if independant developers had the power and the market penetration of mainstream consoles like the Revolution or the PS3. Obviously, the big three would have to open their dev kits to smaller developers, too.

    I think the thing that could *really* revolutionize and recreate this industry is low-cost, digital downloads of (what I'm going to call) fourth-party games -- games created by companies that don't have the means to hire large development groups and sell their games in Wal*Mart. As an example, Nintendo could charge fourth-party developers a small monthly fee to have their games put up for sale on their online service. Custom

  83. Shortsighted? by Jare · · Score: 1

    That argument is the equivalent of "if Hitler was bad, they wouldn't have let him raise to power." Oh wait they didn't and we ended up with WW2. People, organizations and industries paint themselves in a corner all the time, and that's what Jason Della Rocca and Warren Spector explain about the games industry in their articles.

  84. Prescription-Mighty Morphin Metaphor. by Anonymous Coward · · Score: 0

    "As the link mentions, the "difficulty" of Lisp, has lead to its sidelining all too often. The fact is, it is a very, very powerful language and definitely worth a look given the obstacles modern game programmers are running up against."

    The difficulty against Lisp is that most programmers have been using Windows most of their lives, and have trouble moving to Linux.

  85. Re:Make your own GPL Project by dnaumov · · Score: 1
    "However, none of these reasons seems to provide a complete explanation for why there isn't even a single example of an extremely popular GPL game. I mean, there's no reason whatsoever that the next Counterstrike couldn't be built on Cube or the GPL'd Quake 2 source... so why isn't anyone doing it?"

    Because at the time during which CS was initially developed, the HL engine it used was rather considered rather advanced. In the year 2006, the Cube and Quake 2 engines are not advanced by any stretch of imagination.
  86. How can an an art form ever evolve? by Ralph+Spoilsport · · Score: 0
    Art Form? Games? WTF???

    Let's see:

    GTA vs. the Pieta

    Halo vs. Romeo and Juliet

    Myst (remember that?) vs. the Sistine Chapel

    The list goes on. using computer games and art in the same sentence simply goes to show how irrelevant art (REAL art) is in contemporary society, where a proud and important tradition in human civilisation has been buttraped by the entertainment industry to the point where something as pathetic as playthings for emotional adolescents and other spiritually stunted consumers and sheep can be seen as "art".

    Next thing you know, programming a tomagachi will be held in some artistic regard.

    Stupid stupid people.

    RS

    --
    Shoes for Industry. Shoes for the Dead.
    1. Re:How can an an art form ever evolve? by Sj0 · · Score: 1

      Visual art is art, and games include plenty of that too.

      Thanks a lot, Judge Limbaugh. Now go back to your cage. Nobody likes you and you're fat.

      --
      It's been a long time.
    2. Re:How can an an art form ever evolve? by triffid_98 · · Score: 1
      Art Form? Games? WTF??? Let's see: GTA vs. the Pieta Halo vs. Romeo and Juliet Myst (remember that?) vs. the Sistine Chapel ....


      Yes, lets see. Myst..retail price $10.99, Sistine Chapel...right. There are plenty of great games written by people that cared, that you as Joe consumer can actually own, instead of possibly visit once or twice on $6k european vacations. Sure there's plenty of crap, but that's true of art in general. Compare Picasso's early work to the crap he painted in the 1970's. For a game reference, compare Radiant Silvergun to this...http://www.atariage.com/software_page.html? SoftwareLabelID=157
  87. The grim dead-ended careers by Chris+Kamel · · Score: 1

    of game programmers as illustrated by the well known example of Mr. John Carmack.

    --
    The following statement is true
    The preceding statement is false
  88. Re:Make your own GPL Project by Anonymous Coward · · Score: 0

    You seem to have all the answers - let us know when your first product is out.

  89. Re:Make your own GPL Project by Excors · · Score: 1
    there are hundreds or thousands of GPL game projects on SourceForge, and most of them are dead

    Perhaps the open source idea of havings thousands of eyes, and encouraging anybody to jump in and out of the code making changes, is incompatible with the process of creating a game?

    I don't know of any open source applications that are "finished", or even try to be - their early releases are at least slightly useful, and they are always releasing new versions and adding new features. And there always are new features that can be added, each of which will improve the application, so people can work on their favourite features and the project will continue on its path of continual improvement.

    Traditional games don't work like that. They're barely recognisable as a game for a large part of their development time - during that time, there has to be a vision for the finished product, and everybody on the project has to work towards that distant vision. It'll be years before anybody can really see the results of their work. That's not very enticing for somebody who can only be certain of spare time for the next couple of months - they would rather work on something much smaller, like a mod or a tech demo, just to get visible results.

    And unlike most open source projects, people can't just add features they think are cool and useful - everything has to fit into the overall design of the game. You cannot simply add features without considering the consequences on the whole of the rest of the game - and you can't consider all the consequences unless you've already spent months working on the game and getting a feel for how everything interacts.

    For professional game development companies, they get people working towards the vision by simply paying them to do so. That won't work for community-based open source projects, so they need some other way of doing it.

    But I don't know what way that would be. I've been working on a "freeware, hobbyist" game instead (0 A.D.), which is a full 3D RTS with its own game engine, comparable in scope to commercial games (or at least to those of a few years ago) - it's making use of various open source libraries (SpiderMonkey, Vorbis, Xerces, etc), but is not itself open source. And I think that's a factor in how it has kept going for so long: 'membership' is still open to anyone who has the right abilities and dedication, but that means there is a strong concept of membership - we're part of a team and feel some responsibility towards making progress, following the design, and seeing the game through until it's finished. I don't think that feeling would be as strong if we were primarily a loose community of people who are just poking around the code with no commitment, which is how I perceive most open source projects.

    And programmers are only a small part of game development - you need artists, designers, sound effects, music... (We have historians too, though that obviously depends on exactly what game you're making). They're far less likely than programmers to jump into an open source project - it's much more comfortable to jump into a well-defined team.

    In any case, we still have a long way to go before our game is actually complete and released, so we don't have much more tangible results than the many open source games which haven't been finished. But I don't see how we could have got as far as we have done, if we didn't have the organisation that we do :-)

  90. What? by kabir · · Score: 1

    Wait, so you're saying that it's a good thing that people who get into a business for their love of it are being mercilessly exploited by the publishers/etc. and driven to do something else? That's just silly.

    Sure, much of what is produced by the games industry these days is crap, but maybe things would be getting better if the folks with experience and passion weren't being abused out of the business after just two or three titles. This stuff is actually pretty difficult, maybe having some experience under their belts would help delvelopers.

    Besides, when is it ever good that someone is being abused and taken advantage of?

    --
    Behold the Power of Cheese!
  91. Re:Make your own GPL Project by mrchaotica · · Score: 1

    So, are you saying that the problem is marketing, and that mods succeed where new programs don't because they can rely on the existing base of gamers for "word of mouth" advertising?

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  92. Grow and Evolve? by Anonymous Coward · · Score: 0
    How can an industry truly grow, and an art form evolve, if everyone is gone by the time they hit 30?


    How about ending the absurd practice of incestuous hiring? Surely there are many, many very talented and experienced designers, programmers, and artists who are interested in working in the game industry... but it seems that having shipped a game title is a minimum requirement for jobs in this industry... that or take an entry-level job. How many creative and experienced people have been refused positions of appropriate seniority because they don't already work for a game company?

  93. doublespeak by a.d.trick · · Score: 1
    Funny how that "no family life" thing isn't in the ads/job descriptions for these positions...

    It's not "no family life". We call it "commitment to the job" or "hard worker".

  94. Being a Playful Game artist...SUCKS.... by Anonymous Coward · · Score: 0

    "which is why i've decided to leave it and go into film and advertising."

    That's why I went into these kind of games. A lot less pressure with all the fun.

  95. Re:Make your own GPL Project by Anonymous Coward · · Score: 0

    Check out the GPL DarkPlaces engine and Nexuiz, which uses it. It's a bit of a weird engine, some of it is as good as Doom 3, some of it is more of a quake 2 standard. Doesn't run incredibly well on older machines, either. But still, I'd say it's of near commercial quality.
    Certainly, in the bits where Nexuiz looks bad it's because they don't have good artists (and zero art direction) rather than the engine's fault. Some of the levels look amazingly good with all the effects turned on.

  96. Making game development more creative again by typical · · Score: 1

    (Disclaimer: I don't work in the games industry. This is speculation.)

    So what is the solution, besides scaling back the size of games?

    Doing games reminds me of doing graphic artwork. A lot of people want to be involved, because they can try out their ideas and the end result is entertaining. However, in graphics, one guy can try out his own ideas. If you want to make a full-blown game, you need more than one person to perform all the implementation work to try out the set of that one person's ideas. That means that there's no way for that one person to be as creative as he wants.

    The solution is better game-building tools and toolkits. Game development companies all seem to reimplement their own graphics engines, for example. That may be cool if you're a programmer with an interest in seeing new, pretty things, but frankly...writing code to cleverly do level-of-detail -- the same thing that's been done four hundred times before -- drives up the cost in human labor to produce a game.

    So my first guess would be to use existing libraries as much as possible. If you want to do game design, see if you can avoid doing low-level work as much as possible. Use Crystal Space or some other pre-existing graphics engine. There are *plenty* of libre and gratis graphics engines out there, and frankly, the player's experience is simply not improved that much more by a 10% improvement in how many polygons you can put on the screen with a given number of CPU cycles. Sure, if you're making a content-laden game, you want your game to look unique -- but you can do that by writing a small amount of high-level code to spit out particles flying out along a differently-shaped path, rather than building yet another particle engine.

    Same thing goes for sound. I doubt that OpenAL in and of itself can be used as a full-blown game sound engine, but it's probably a pretty worthwhile foundation at least. I would assume that there are some gratis and libre game sound engines built on OpenAL, but a quick search of freshmeat didn't seem to turn anything up.

    If your game fits into one of a certain set of games, there is already a game framework with all this done for you already. If you're writing a shooter, there are scads of Quake-type engines available (and game developers *have* been using these). I'm unaware of any major adventure game or RPG engines that are freely available and support all the features that current games are being released with.

    As for content -- artwork and audio -- this I'm totally in the dark about. I would assume that there is some sort of archive of intended-for-game-use content that someone sells (and probably even good-quality gratis stuff out there somewhere), but I'm not aware of any such. I should ideally be able to, if I add a cat to my game, be able to search for "meow", get back a bunch of audio files, try them out rapidly, and then simply add the one I want into my game.

    Modelling -- again, I'm not familiar with what resources are out there, though I have seen gratis archives of models. I think that rapid modelling is one of the areas that software developers could vastly improve. Right now, when I think of a "building", I need to sit down and start modelling, and even if I'm good, it takes a while to build such a thing. "Buildings" are common things to make. Really, modelling software should have vast amounts of templates such that they can easily build a stock building with nothing more than a "create templates.skycraper" command or a menu choice, and then allow high-level changes to various parameters -- window shapes, water stains, grime, etc. Terrain modellers exist -- I was quite impressed with how much Bryce sped up terrain modelling, and I'm sure that there are probably better terrain modelers available (though a search on Freshmeat was disappointing). Modellers that allow rapid modelling of an area, that can cut

    --
    Any program relying on (nontrivial) preemptive multithreading will be buggy.
    1. Re:Making game development more creative again by cowscows · · Score: 1

      Yeah, although I'm not involved in game design other than reading about it, I would imagine that toolkits are probably the best bet. I guess with the rapid advancement of graphic engines for the past couple decades, it hasn't been too feasible to get a really developed kit out there, because it becomes obsolete so fast. I guess you could argue whether or not graphics are close to "good enough" that everyone can stop worrying about them, and then engines can become more standardized and consistent.

      Flash games and the like are cool, like you said, but really a different market. They're still games, and I spent just as much time on Snood as I did Halo2, but I don't those two extremes of gaming don't really affect each other that much in my opinion. There's certainly room for both.

      As for your last comment, the weblog lostgarden.com is written by a guy who's spent a lot of time thinking about the industry, and tried to analyze it similar to how I think you're talking about. If you haven't already seen it, you might be interested to check it out.

      --

      One time I threw a brick at a duck.

  97. Re:Make your own GPL Project by typical · · Score: 1

    Apparently not that many, because there are hundreds or thousands of GPL game projects on SourceForge, and most of them are dead (or never really got started in the first place) because there weren't enough people to make them. Surely some of them had to be good ideas!

    Marketing is one big one. Have you played Battle for Wesnoth? HoMM and similar series would be the closest commercial equivalent, and Wesnoth is at least in the same neighborhood in the content arena. Its gameplay is pretty popular.

    Everyone I know that has tried Wesnoth has liked it...but they hadn't heard about it.

    I mean, there's no reason whatsoever that the next Counterstrike couldn't be built on Cube or the GPL'd Quake 2 source... so why isn't anyone doing it?

    Quake 2 *source* does not come with the textures and so forth, which are still under copyright (I'm not complaining -- I think that this is a pretty good system). If you mod for the current, commercial Quake, you have a set of graphics and audio all ready for you, and you can work on high-level gameplay issues.

    --
    Any program relying on (nontrivial) preemptive multithreading will be buggy.
  98. Hollywood's the same by Namarrgon · · Score: 1
    which is why i've decided to leave it and go into film and advertising

    Speaking as a software vendor to both industries, yes, Hollywood FX artists can get a bit more money than a game artist. They also get insane deadlines, tons of tedious work, little control over idea because it came down from the VFX Supervisor, no room for advancement, and it sucks the life out of them too.

    And then there's the downside. As an AC already pointed out, in an established industry, especially a perceived creative one, everyone else's opinion is far more important than your own - egotism is rampant.

    --
    Why would anyone engrave "Elbereth"?
  99. GPL games by typical · · Score: 1

    Apparently not that many, because there are hundreds or thousands of GPL game projects on SourceForge, and most of them are dead (or never really got started in the first place) because there weren't enough people to make them. Surely some of them had to be good ideas!

    Consider the following points:

    * I think that a lot of people that want to write games are younger folks -- the idea of writing a game is one of the things that I remember people doing in high school when they learned to code. These folks have less experience to draw on, and possibly a harder time with project management issues. If a project is your first, you have to make all your stumbles and do your learning on it...and so there are probably a lot of games out there that go unfinished. Also, a lot of these folks go off to or leave college, and it drastically affects their schedule.

    * One of the largest motivators for open source is that a hacker is building something that *he can use*. Yes, peer approval and resume-building and a feeling of helping someone out or fighting against an objectionable closed-source company are all nice, but at the end of the day, there are a *lot* of (and really good) development tools written by open source folks, and few educational games for five-year-olds (yes, I know that there are some projects along those lines). Many, many games can be played through once or twice, and then the replay value fades. As this happens, the hacker can't enjoy using the software that he's writing, and his interest fades.

    The open source games that have done well have one very noticable characteristic -- they all have extremely high replay value, much more so than almost any commercial games. People can and have played games like NetHack or ToME for far more hours than just about any commercial games. There are open source card games, and board games. Most open-source games have a randomized element, or are played against other players, so that they continue to be a challenge. I can think of almost zero plot-based open source games that have done well (text-based interactive fiction being a notable exception, and I think that this is more due to the large pool of potential IF authors and the reduced amount of content that must be produced). Plot-based games lose much of their charm after the first time through, so OSS folks can't really enjoy their own game.

    * Artists aren't rich. Programmers are, by and large, currently in heavy demand. This means that they can get away with working shorter hours and making plenty of money. They have more potential free time to run out and simply give away on free games.

    If you do graphics work, things are, as I understand it, more competitive. One (traditional media) artist that I know of has to work a number of jobs to make ends meet -- I'm sure that if she didn't have to take care of her expenses, she'd love to donate her time.

    I've no idea where sound engineering work comes in.

    * Game content is less fun than game code. This is a guess on my part, but if I wanted to do some graphics work, I think that I'd rather try out a bunch of my own ideas. It has to be much less fun to, say, draw fifty frames of some character to obtain smooth animation.

    Hence, we have plenty of OSS game engines, but less free content.

    * Game content is less interchangeable than game code. OSS projects generally have code contributions from many, many people, and are patched together by a maintainer. People lose interest or have increased time demands and stop working on the project, and other people become interested or have a use for the code and start contributing patches. This works well for code. The user doesn't know how many people have worked on the code, because the coders don't have a user-visible style. I don't know whether Joe Hacker has a clever strategy for traversing linked lists when I use software. As long as my softwar

    --
    Any program relying on (nontrivial) preemptive multithreading will be buggy.
  100. Re:Make your own GPL Project by Anonymous Coward · · Score: 0

    I think the reason is simple: making games is hard. It's not an easy process. Sure, creating a prototype or an OpenGL graphics demo might be easy, but creating a fully polished game isn't. I think most of the dead sourceforge projects that are out there come from people realising this once they've already started.

    I see way too many people getting into games programming where they think games programming is trying to create the next Quake engine, only to give up halfway through with something that's nowhere near as capable as what is out there for free or cheap. There's a big big difference between engine programming and game programming and I think this is something else that's lost to people just getting into it.

    The talk of it taking 'millions of dollars' or more and the skyrocketing cost of game development also irks me a little. Sure, if you're trying to create the next big AAA PC title it might be. There are however, tonnes of other avenues out there for the budding game programmer. Mobile phone games is one, where the platforms are at a level much like games systems were in the 90s. Another one (the industry I work in) is games for interactive TV set-top boxes and the like, where a game is worked on by a programmer and an artist, for example. Casual gaming is very huge at the moment and there are alot of good toolsets out there (think Torque et al) that can be had for very cheap.

    People just need look beyond their own egos a little and the need to create the next Quake-killer. I'm not saying don't aim high, but at the same time it's wrong to look at the industry and not see the other opportunities out there. There ARE some great companies out there, they're just not necessarily the ones that all the 'cool kids' are talking about.

    Oh - there ARE some extremely excellent and relatively popular GPL games. Some great games come to mind: 'Battle For Wesnoth', 'FlightGear', 'Neverball' and (to a lesser polished extent) 'Vegastrike'. Oh and let's not forget Nexuiz.

  101. Re:Make your own GPL Project by patio11 · · Score: 1
    As an off-and-on contributor to an OSS game (Megamek, a client-server implementation of the Battletech boardgame), I question the notion that having ideas is the bottleneck. Everyone has an idea for a great game. Ideas are cheap. Budding game designers are a dime a dozen. Budding 2D/3D artists who are willing to work man-years for nothing... there's your bottleneck. We're lucky on my project: graphical expectations are pretty close to nill, and we can get away with 2D sprites and no animation. That is, well, not the case for most of what the general public thinks of as games. Forget being the next HL/FFXII -- is it reasonable to expect a ragtag band of artists distributed across the globe to make even the next Mario 1 with a consistent, appealing art direction? A lot of people do art for fun, but after you get done drawing one pose of Random RPG Skeleton #4235 drawing the 2nd, 3rd, 4th... 105th poses is just work. Its also work that is very difficult to split with other people -- supposing that there were a team implementing an original game idea for a Japanese-style RPG, what happens when your lead character artist just vanishes into the mist that is the Internet? Can you have somebody just come in, say "Alright, I like this character design and can just make a few tweaks to it, and then do the same character in another hundred sprites, while making new characters that share the same common artistic sensibility"?

    Add to this the fact that most successful OSS software a) scratches an itch for the developer, b) will be used for years and c) is useful in a pre-finished state. Games, well, 0 for 3. I once got an assignment at work to do some genetic algorithm stuff and, having that as the context, made a Java framework to do the work in and GPLed the framework. But I'll never say "Dang, I really need to play My Dream Game". A project needs continuity in both users and developers or it will end up like the 99.9% of game projects on sourceforge that die before reaching pre-alpha. But its a catch-22, how do you hook in users to play the game (for development periods lasting months or years) before it has any fun gameplay? The most fun games, the ones that are fun enough for people to fork over money to play, typically are used and discarded in a matter of weeks! Then there is the completition feature. Think of Apache, Linux, or Mozilla a couple of years ago. Were they as feature-rich as they were today? No. But Apache gave you a functional web server, Linux was a functional OS, and Mozilla a functional browser. A 20% completed web server will serve web pages. A 20% complete game will *suck* (don't believe me? Spend an hour looking around sourceforge.). It probably won't even show the promise that will sucker folks in to stay the long haul getting it to 100%.

  102. My interviews at game companies by DannyKumamoto · · Score: 1

    As an embedded systems software engineer who's worked on the Cell (PS3) processor for 3.5 years as a Toshiba employee, I thought I would have an easy entry into Game business -- and so did a lot of my coworkers. I even got references from a Sony engineer to get my name in front of the hiring managers.

    Today, I haven't gone anywhere in game business: I've had several phone interviews and even one on site interview but nothing panned out. Interviewing process for game business is different from embedded systems since I'm able to get jobs (have been for the past 18+ years). I was unemployed for one month (Sep'05) as I tried to focus on a game job but I ended up right back into my area of expertise [where I am getting my pay check]. The biggest jolt I got was when I was told I would have to be hired as a mid-level programmer rather than a senior one. All because I wasn't in the game business before?

    I see some of the "we're different here" attitude in embedded systems (like knowing certain communications protocols as a requirement for getting hired -- which to me is just as bad as requiring specific, trademarked development tool experience), but in general basic skills are transferable and specific details can always be (and is) learned on the fly. Granted, I haven't done math recently but with my Math B.A. degree (on top of my B.S. and M.A. degrees in C.S.) I didn't think it was a big deal. They also wanted C++ experience which I was rusty in but I had previous experience before (ironically, with my current job, I had no serious problem porting a C++ program from AT&T Standard Component library to C++ Standard (STL) Library -- it wasn't easy but it wasn't impossible either). Now, I won't even bother to apply to game openings and the only way I'd get involved is if I write my own game or game tool [as if I was working on one in my spare time... yeah, right].

    Slightly off track but if you haven't read "Bait and Switch: The (Futile) Pursuit of the American Dream," I'd highly recommend it. I picked it up while I was unemployed and felt that the author got the right feel of the job hunt process. I don't agree with her proposals on how to fix the system [more government intervention] but she did go into the job hunt process herself far more than I ever had to do [she never did get a white collar job, though].

    --
    Danny Kumamoto
    1. Re:My interviews at game companies by __aaclcg7560 · · Score: 1

      The biggest jolt I got was when I was told I would have to be hired as a mid-level programmer rather than a senior one. All because I wasn't in the game business before?

      That wouldn't be an unreasonable conclusion. But I think it has more do with the pecking order of a particular company. If you have a lot of experience and a track record of video games, you could be hired as a senior programmer. Without that track record, it might've made the other senior programmers insecure if you were hired on as a senior programmer. So offering you a job as a mid-level programmer could have been a compromise, and it could've been your stepping stone into the video game industry.

      I had an interview with a lead tester last year at Sega. Right off the bat I knew the interview was dead in the water. At 36 years-old with six years experience at Atari and ten titles as a lead tester, I was nearly twice as old and had five times as much experience as the guy I was being interviewed by. Talked about major insecurity. I'd traveled 50 miles to San Francisco for a ten minute interview.

  103. or even... by Nurgled · · Score: 1

    If you love doing something, you don't want to do it as a job.

    This might sound a little odd, but doing something as a job and doing it for fun are quite different animals.This is particularly applicable to programming: when you're doing it for fun, you set your own schedules, choose your own projects and generally arrange so you're only doing stuff you enjoy. When you're doing it for work, you're doing what someone else wants you to do, when they want you to do it and complete with all of those features you'd leave out of your personal projects because they are tedious to implement.

    With all that said, I'm a professional software developer who also does programming as a hobby. I manage to do this without going mad by learning to keep my "fun" projects fun, essentially by avoiding doing anything that's vauguely useful. This might sound silly, but it means I can focus on the fun bits and ignore the tedious bits. Simple puzzle/reflex games are a good example of something that's fun to do for yourself, since you set the rules. It is what you make it and there aren't pesky "features" to implement beyond that.

  104. Quake 3 Engine is GPLed by Nurgled · · Score: 1

    The licence on Quake 3 is exactly that, though admittedly applied retroactively. I've yet to see any vauguely-complete games built on top of the Q3 engine, because starting from scratch is very hard. I started making some mods to the engine, but code alone doesn't make a game and so I didn't have the enthusiasm to get to the point where others would be enthusiastic enough to help.

    This is a problem with open source projects in general and games in particular: much of the early work is generally done by one person, since people are unlikely to contribute unless they use the product, and they can't use the product until it's usable. In the case of a game, unless it's a simple puzzle or reflex game you generally don't play it more than one or twice, and if it doesn't work then you're likely to just throw it away rather than fix it.

  105. Which I think was my initial point. by goldcd · · Score: 1

    You worked 80 hours and when you got home, probably didn't want to see another video game.
    Now you're down to a nice normal 40 hours, you've got your life back and probably have a bit of free time - you also have a great big pile of game producing skills in your head. Should you wish to make something interesting as a hobby, you're now in a much better position to do so, then when you were working for Atari (and in a much better position that somebody like myself who doesn't have a clue how to make a game).

    1. Re:Which I think was my initial point. by __aaclcg7560 · · Score: 1

      Oh, yeah. I'm looking at the "small game selling on a website" business model. Let the video game industry grind out the high budget games on one end, and let the entreprenuers rule the small game market.

  106. Re:Make your own GPL Project by Gr8Apes · · Score: 1

    I don't know of any open source applications that are "finished", or even try to be

    I can name at least 1: Log4J. It's pretty much feature complete, and certainly meets almost everyone's needs for logging in the java dev community. Not only that, it's the preferred logging solution even though Sun ships a logging utility with the JDK now (At least in my experience. I should also note any other logging tool benchmarks against Log4J if they're any good at all).

    --
    The cesspool just got a check and balance.
  107. Lisp by Julian+Morrison · · Score: 1

    Not sure if Lisp is really the tool for the task. Typed-data, untyped-variable languages are intrinsically slow. They have to re-check their assumptions nearly every time they touch storage. Even advanced Lisp compilers don't improve this much.

    My own recommendation would be a mix of asm (low-level optimized stuff), Ocaml(engine) and lua (control and configuration).

    You're right about one thing though: C++ is a fucking blight. It's used because "it's the standard, it's fast, and you can hire developers". To which the obvious answer is: none of the above matters if you can't use it to deliver the goods! And you can't.

    1. Re:Lisp by ObsessiveMathsFreak · · Score: 1

      You're right about one thing though: C++ is a fucking blight. It's used because "it's the standard, it's fast, and you can hire developers". To which the obvious answer is: none of the above matters if you can't use it to deliver the goods! And you can't.

      Yes you can. The "goods" just have to be in the form of telephone exchange server software.

      --
      May the Maths Be with you!
  108. Re:Make your own GPL Project by Weedlekin · · Score: 1

    Thanks for mentioning Battle For Wesnoth. As you say, like most, I hadn't heard of it, but I'm downloading it now. I love turn-based strategy, so I'm going to have a blast with this. Looks like it'll have a decent amount of replay value too.

    --
    I'm not going to change your sheets again, Mr. Hastings.
  109. Commercial Games come with an audience by moultano · · Score: 1

    When you are modifying a commercial game you already have a captive audience awaiting your content and willing to play it. This isn't true if you strike out on your own.

  110. Yes, I am (was) an idiot. But with a purpose... by Anonymous Coward · · Score: 0

    >>this guy is the stupidest person I've seen on Slashdot (and that's a high honor). Just wow.

    Sorry to disappoint, but you're not the first to tell me I'm an idiot. :)

    Now, I never claimed to have made great decisions... but my point in telling this story is an attempt to outline my experiences, hoping that somebody else will learn from my mistakes. To defend my insanity, however, I will say that not everything is about the money. This job wasn't, and therein lies the important lesson -- it's how the industry "pulls you in" and uses your own ego against you. It was an opportunity to be at the top of my game even for a short while, and prove to myself that I could do it. Sure, the money was shit considering the effort, but when each week is filled with challenges, inventions and innovations (any one of which would have been a suitable Ph.D thesis subject) and the subject matter is interesting, it is addicting. Add to it the ego-stroking -- how many people get their photo in PC Gamer or see people lining up to buy their software at WalMart or EB, or have an "A List" hollywood director and the head of a major film studio fly out and talk to your team about making a movie? It's not $$, but it's very cool.

    You see, it's easy to get caught up in the machine and find yourself evolving to a situation you would have never agreed to if it were that way from the beginning. And there's always the promise from the company that "if we make it big... we'll all be rich." Well, maybe so, but probably not.

    Some lessons have to be learned the hard way.

  111. hopefully people stay away by Anonymous Coward · · Score: 0

    a wake up call for all the comp sci students and such. don't go into this sector, let them suffer loss of workers until they treat them right. till then, don't buy, well easy for me, i grew jaded of games long ago. its all the same stuff over and over, and i just stopped caring.