EA Spouse Outed
patio11 writes "EA Spouse, who sparked a revolution (or, at least, a wave of lawsuits and promises for improvement) in the game development industry with a blog post decrying labor practices at Electronics Arts, was outed as Erin Hoffman in a Mercury News article. She and then-fiance, now-husband Leander Hasty were plaintiffs in one of the lawsuits against EA and continue to develop games and be activists for better working conditions for game developers." From the article: "More than a year later, game developers have won settlements in three class-action lawsuits alleging EA created exhausting work schedules without paying overtime and successfully pressed employers to ease unrelenting workloads. And EA Spouse, whose true identity has been cloaked until now, is becoming a voice against America's culture of overwork."
Kinda dupe?
l
http://yro.slashdot.org/yro/06/04/26/1733244.shtm
I thought about that while I was typing my message here is what I think... I think there are two types of creativity here the ability to do great things with small resources, or the ablity to freely create. When being icreative in the first way I think most people think "how can I accomplish my goals with what I have" and "what goals can I change to meet my situation". With more free creativity you end up with less compromising over goals but also less progress over time. What really is needed is a good balance of the two, without a deadline nothing would get done but deadlines that come too soon often make products rushed, compromised in other ways or both.
I don't give a damn for a man that can only spell a word one way.
Mark Twain
Sleep deprived cranky game developers can't possibly be very creative, can they?
...
... that's not going to do anyone any good.
Nah, artists always work best when they're coddled, fat, and happy. Oh, wait
Just kidding, although I do think that sometimes a deadline is the kick in the pants that's sometimes needed for people to produce their best work, there's no excuse to just abuse your people continually. You can only maintain that kind of increased tempo for a certain amount of time, before it just becomes fatiguing and output quality is going to drop.
I've actually worked on a few big projects where I remember the "big push" at the end with some fondness. Okay, at the time I probably would have called you stupid for saying that, but in retrospect I knew that it brought the team of people I was working with together and caused us to make a better product than we probably would have done, if we had spread the same number of hours of work out across a traditional work schedule. (Disclaimer, I'm not in gaming, but I can't imagine it's that much different.) However I can only imagine doing that regularly
Back on topic here -- does anyone know where I can get the backstory on ea_spouse? I didn't follow this too closely when it was going on so I'm wondering if I can fill myself in.
"Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
Here's the story I was forwarded:e _nicol.html
:P
http://blogs.mercurynews.com/aei/2006/04/exclusiv
There's a link to the original LJ post as well from there.
It's interesting that I've been working with ea_spouse for a while now at 1stPP and I didn't even know it
"MIT betrayed all of its basic principles."
"MIT betrayed all of its basic principles."