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Game Developers Sound Off On 'Quality Of Life'

simoniker writes "At the recent WIGI Conference in Dallas, a number of game industry veterans discussed the ever-problematic issue of 'quality of life' in the game industry, or, as moderator and The 7th Guest creator Graeme Devine commented: "What does that mean to most of you? Well, it means crunch." Aspyr's Lori Durham suggested of the issue: "You won't always have a perfect balance as far as how many hours you're outside of the office, and how many hours you're inside the office", but, for game developers: "As long as you feel good about where you are at that moment, Durham thinks that's what matters.""

67 comments

  1. Re:Crunch by Anonymous Coward · · Score: 0

    The poor, poor sods.

    They can come over and write cutting-edge, intriguing J2EE-software for a week, 14 hours a day.

    Let's see how the whiney fags like this.

  2. Sorry I'm not first... by xxxJonBoyxxx · · Score: 3, Funny

    Sorry I'm not first...but I'm only allowed out of my coding cell for two breaks in each twelve hour shift. Quality of life? I'd say it's pretty good. We get three meals a day, including one hot meal, and sometimes we get a mouse pad or eye drops if we invent something that saves render time. Well, gotta go - I heard we just got the rights to code the game for Charlie's Angels III; I know I'll need to pull a couple all-nighters just getting those stupid line breaks in the string tables lined up again.

    1. Re:Sorry I'm not first... by AuMatar · · Score: 2, Funny

      And yet you still managed to get the first post? Someone managed to escape, did they? You'll just have to pull an extra 12 hr to make up for it.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:Sorry I'm not first... by Aaron+England · · Score: 1

      I don't know what you were aiming for but that was not the least bit amusing. Really.

  3. Re:Crunch by Brothernone · · Score: 2, Funny

    I'd rather take a break...... off a kit-kat bar.

    --
    He whom you called four-eyes yesterday, you call Sir tomorrow.
  4. This is not unique to game developers by Cthefuture · · Score: 5, Insightful

    Alright, I'm sick and tired of hearing about this issue and the overworked underpayed game developers. The only reason this is turning into a big deal is because a lot of these developers are fresh-out kids and have nothing to compare to so they eventually start thinking they are in a uniquely punishing position.

    The fact is, the conditions are nearly the same across the entire American culture. Everyone is always in crunch mode. I can't think of any development position I have ever held that wasn't mostly in crunch mode and I have never worked in game development. If you're working for the man then you are going to have to work overtime without pay and all sorts of things like little to no vacation time (at least in America where it seems the worst).

    The main thing with developers is they lack skill and/or experience and end up reworking code all the time or debugging like crazy because they can't figure out why something doesn't work. That is what really puts the pressure on them. It's especially difficult when you realize you made a mistake and have to redo days or weeks of work or you neglected to put enough debugging information to make problems easy to spot. That is painful crunch mode. As you get better and get more experience you make less of those mistakes (if you're smart) and although you're still in perpetual crunch mode it doesn't feel as stressful.

    This is not unique to software development either. Almost everything is like this.

    --
    The ratio of people to cake is too big
    1. Re:This is not unique to game developers by AuMatar · · Score: 1

      Find better jobs. I've yet to be in one where crunch mode was more than a rare abberration, and most of those times the solution was to *gasp* push back the deadline. If you're in perpetual crunch, either your management or you are fucking up big time. I haven't worked more than 1 day or so of overtime a month, if that, ever. Nor will that be changing- if they want me to work without pay they can take their job and shove it.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:This is not unique to game developers by Drogo007 · · Score: 5, Informative

      If you're in a job like that you've got some seriously dysfunctional management.

      I was in the game industry for 5 years. I have put in upwards of 110 hours in a single week, not counting an hour for lunch or a half-hour for dinner break. Now when you realize that 18+ hours a day for MONTHS on end is normal in the game industry, well, they might have something to complain about.

      I have some former coworkers from that studio who have moved on to positions with other large corporations and they may wind up doing 60 hours weeks for 2 or 3 weeks. But nothing like the death marches we regularly endured.

      I'm currently with a smaller company. Any overtime has to be cleared with the president of the company. Most folks who work here haven't seen any overtime in over a decade. My brother (who worked at the same game sutdio) works for a medium size corporation now, and he hasn't seen overtime in over a year. And then it was only one 50 hour week.

      Once people realize that overtime is something that should be RARE rather than the norm, and start calling their boss on it, corporate America might just get the hint. In the meantime, enjoy your hours upon hours of being worked to death to pay for someone else's vacation home.

    3. Re:This is not unique to game developers by IgLou · · Score: 1

      Cthefuture, I had to chime in because I think you've taken too many unfair comments on the chin. So let me show some support.

      To anyone who thinks "Well I don't see what the problem is; I don't work that hard." - you're in the minority. Count yourselves lucky, the majority of us are bound in contracts that don't allow overtime and have management that simply expects us to work late to hit deadlines. Management sets the deadlines and we have to get them done and if you can't get it done during work hours in most offices in North America you get it done on your own time. I know a hell of a lot of people in Software Dev and IT and they all share the same story I have.

      I'm lucky right now, I don't have to work as hard as I used to but I still have OT and I still work late, just not as often. So detractors, give it a rest with the "Well just change jobs!" and "I wouldn't take that from my manager!" because you have it made now, but for how long?

      --

      Oops, how did this get here?
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    4. Re:This is not unique to game developers by Sycraft-fu · · Score: 1

      And with game development it at least used to be that it went in cycles. Development would start slow, and espically for later stage people it was a dream job of having almost nothing to do but play anround and help in the creative process as they could, it slowly ramped up, reaching a crunch right before release, and then back down again. I'm willing to bet it still works that way at least at some game studios. I can't very well see Epic being in a continual crunch, they don't release things often enough for that.

      I also completely agree about overtime not being a norm. I think it's more prevalant in the US than other nations, but it's certianly not this all encompassing standard. I almost never do overtime, and that stands true for the large majority of my friends. Even people who work for places where overtime is more common, there are many who don't do much. I have two friends that work for a company, one who does tons of OT, one who doesn't. The guy who does tons brings it on himself, he doesn't know how to say no to useless projects, and tends to work a bit shoddily and have to spend time fixing mistakes.

      In the game industry I think the problem is just that since crunch modes do happen, and a lot gets done, you can be productive for long hours for a short time, espically if you are hyped up about a project and the end is in sight, idiot companies figure they'll get more productivity by forcing it all the time. Really, the employees need to organize. Wouldn't even need to be a full out union with dues and strinking and all that, we are talking skilled labour that does not have a large pool of replacements. Just inform management that you are all working less hours. They can't can their whole team, all the projects would grind to a halt and even if people with the skills necessary for replacements could be found right away (they can't) they couldn't get up to speed fast enough.

    5. Re:This is not unique to game developers by easychord · · Score: 1

      Yeah, strikes are not needed. If management can't accept that you want to work contracted hours only then you can leave. Employee turnover will kill them just as quickly as striking.

    6. Re:This is not unique to game developers by Anonymous Coward · · Score: 0

      "If you're working for the man then you are going to have to work overtime without pay and all sorts of things like little to no vacation time"

      Gee, that's funny, why should people have to do that when it is AGAINST THE LAW? Wait, you're right. Crazy people, wanting to have reasonable things and not be exploited. Totally bonkers.

    7. Re:This is not unique to game developers by Thangodin · · Score: 4, Insightful

      I have to agree with the other respondents. I work in the games industry, and I discovered early that perpetual crunch mode does not work. The first company I worked in enforced 60 hour minimum weeks, with 80+ at peak. I clocked over 100 hours one week--by Thursday morning. It took me a month to fix the damage I did that week. I soon discovered that the work habits of everyone in the company had deteriorated to the point that it took 60 hours to get 35 hours work out of people, and if they went did work 40 hours, you barely got 20 out of them. This is called burnout. I remember one guy who was considered a crunch time hero, who wandered in at 11:00, didn't start asking code related questions till 4:00, and left at 8:00 most days. This means he barely put in 4 hours a day.

      Labour did not invent the 40 hour work week--in fact, they opposed it because they were paid by the hour. For 150 years companies have been doing research into the optimum work week, and they keep coming up with the magic number 40. When you go over this number, errors due to fatigue cancel out any productivity gained. You can exceed this for short durations, but the gains decline rapidly. It seems that every generation insists on learning this again the hard way. Companies get around it by literally cycling through employees; they get a lot of kids who aren't burnt out, but most of them have don't stick around long enough to gain much experience.

      Of course, there are the other costs as well. The other team at the first company I worked at had six married members when the project they were working on started. By the time it was done, all of them were divorced. I worked long hours on a project for a dot com back in 2000. The guy I worked with, a good friend of mine, died last year of congestive heart failure, caused by chronic stress. If you're working 60 hours a week or more on a regular basis, your boss is an incompetent boob. Your job isn't worth giving up your life for, figuratively or literally.

    8. Re:This is not unique to game developers by sesshomaru · · Score: 1
      Well, not me. I don't work 80 hour weeks. In fact, I mostly work 40 hour weeks. Yes, there are occasionally, rarely, situations where I have to put in a lot of hours. (These situations usually occur because of something customer facing that means a lot of money for the company. They are not regular events.) I have weekends off. I get to use my vacation time. I take my lunch hour. It's been that way for 6 years.

      I make a good living for the area I live. I'm comfortable.

      It would suck if this wasn't true. I'm 36, and my body has started to feel the effects of aging. I realize that not only am I not going to live forever, but I'm going to spend the remainder of my life trying to recapture the vigor I had at 25 (with limited success). However, at least I can look back on my youth and say, "I had fun then at least. I had a lot of fun with girls while I was still young enough to enjoy it. I didn't spend my life on grim, meaningless deathmarches for low wages."

      The gaming industry sucks. So does your job, apparently. I guess there is no need to pity you, because you like it, but I really don't understand your motivation.

      I think you are wrong though, there are plenty of people out there who have jobs and also have lives. I'm not especially lucky (everyone at my company works similar hours except for a few workaholics who choose to put in manic hours.). Many people in "IT" stupidly think it is macho to give up your life for no reason. I really can't understand this mentality, you aren't going to live forever, and you aren't going to be young and healthy forever. Unless you are making enough to retire early, where's your self interest? Self interest is what motivates me to work. If someone told me to sacrifice for the company, and I wasn't going to get anything out of it, I'd laugh at them. Heck, I laughed during the .COM boom when my former employer tried to get me to work for stock options (and no money, they had run out). However, at least in that case they were trying to get me to buy into the idea that I could retire at 30, a millionaire (kind of tough when they never went public...) Nowadays, people are putting in stupid hours for no reason I can see. I guess they'll work that way until retirement (or more likely "rightsizing"), and if they are typical they'll have to get a retirement job to pay off their credit card debts.

      Seriously, I'm really curious, what's the self-interest angle for giving up your life for the company? You aren't a monk trying to get into Heaven or Nirvana, you are supposed to be working for money. If you don't put in stupid hours, you can play the markets, or start a side business, or do something to make money on the side. Or at least save money by taking the time to shop carefully, cooking your own meals, and doing your own laundry.

      --
      "MIT betrayed all of its basic principles."
    9. Re:This is not unique to game developers by Anonymous Coward · · Score: 0
      What's your exit strategy?

      Up until recently, I had a great exit strategy if things got ugly. It was perfect, it would have worked. Then I got into a steady relationship with a girl, and I love her but she's a dependant so my exit strategy won't work anymore. I'm working on a new one, but it's tough with her o/~ Na, Na, Na, live for today o/~ budget non-strategy. I found out what APR means recently... shudder. Yes, I know I'm fortunate to not have to work 80 hours, but if I were working 80 hours, I'd have an exit strategy. Unless I was being grossly underpaid, I'd have one that worked.

      I mean seriously, do you save a decent amount of money? If you are working as a programmer you must be pretty smart, if you save a decent amount of money every year, you should be able to come up with a plan where you can cut back on the hours and acheive a decent lifestyle.

    10. Re:This is not unique to game developers by linds.r · · Score: 1

      The fact is, the conditions are nearly the same across the entire American culture. Everyone is always in crunch mode. I can't think of any development position I have ever held that wasn't mostly in crunch mode and I have never worked in game development.

      I know this now echoes a few posters views, but I don't think thats accurate. Totally depends on your industry and corporate culture, and I don't think this kind of required overtime is anywhere near the norm. I've been full time programming for 6 months now, and I love my job, but I get in a bit before 9 and leave pretty much on 5, every day, as do all my coworkers.

      I think the rub of why this is so prevalent in the game industry is that game developers will put up with it. Someone writing bank software will probably perform unpaid overtime if asked by their employer, but will probably resent it. A game developer that truly loves their work, their game, and their coworkers will perform will only a whine. The fact that you have some people in this position willing to do overtime unfortunately ripples on to the other companies in the industry that have no respect for their employees, causing them to think themselves justified in expectations of overtime.

    11. Re:This is not unique to game developers by Sycraft-fu · · Score: 1

      Not even leaving, just not working anymore. Work 40 or 50 or 60 or whatever you all decide is reasonable then just go home. If one guy is doing it, ya he's fired, but if the entire team starts doing it, they'll just deal with it. They won't sack and replace everyone, it'd kill them. You don't need to give up your job, just get together with your coworkers and agree to be sane about it.

    12. Re:This is not unique to game developers by Hektor_Troy · · Score: 1
      I clocked over 100 hours one week--by Thursday morning.
      Hrmm ... Thursday morning ...

      Monday - 24 hours
      Tuesday - 24 hours
      Wednesday - 24 hours

      That's 72 hours.

      Where the hell did you get 28 hours from by Thursday morning?
      --
      We do not live in the 21st century. We live in the 20 second century.
    13. Re:This is not unique to game developers by cableshaft · · Score: 1

      It's possible his week starts on Sunday. On most calendars it does.

      --
      Creator of the popular web game Proximity
    14. Re:This is not unique to game developers by Anonymous Coward · · Score: 0

      Alright, I'm sick and tired of hearing about this issue and the overworked underpayed game developers. The only reason this is turning into a big deal is because a lot of these developers are fresh-out kids and have nothing to compare to so they eventually start thinking they are in a uniquely punishing position.

      My mom's a senior programmer/analyst for Scotiabank she's been a programmer there for almost 30 years. Yet they still have her work overtime for free because scotiabank is too cheap to pay its workers overtime, even senior people. She's just expected to do that overtime work because thats just the "culture" of it. She probably works 60 hours a week if you include the work she brings home everynight. It's not just game developers or junior people that are being forced to work long hours, senior people are expected to aswell. Of course scotiabank doesn't want to pay overtime, cause that'd be about $90/hr for my mom. Even though IMO she deserves every penny, shes one of the hardest workers there. She loves her job though, but they still work her like a dog.

    15. Re:This is not unique to game developers by Scudsucker · · Score: 1

      Employee turnover will kill them just as quickly as striking.

      Not with an abundant labor pool and the majority of companies in the industry having the same policies, it wont. This is why we need unions.

    16. Re:This is not unique to game developers by esper · · Score: 1

      Sunday is 24 hours long, according to most clocks. That's still 4 hours short.

    17. Re:This is not unique to game developers by Thangodin · · Score: 1

      No, that's Sunday, Monday, Tuesday, Wednesday, Thursday morning. A lot of companies begin their work week on Sundays. Two allnighters, two days with very little sleep, and by 10 o'clock on Thursday morning, you have 100 hours. That's when they finally told me to go home.

  5. Quality of life by Confused · · Score: 2, Insightful

    Quality of life are no more then 45 hours per week work time, 6 week paid vacation per year, a short commute, enough money to feed the family, keep it healthy and live comfortable and a job you don't hate most of the time.

    It seems that with the general IT population getting older, even in the USA people start to realise that spending 16 hours per day in the office isn't improving their life. Also it seem to me, that people aren't really more productive than people who just spend 9 hours per day. The excess time is usally spend in goofing around or creating problems, which will take time the next day to fix.

    1. Re:Quality of life by MerlynEmrys67 · · Score: 5, Insightful
      Also it seem to me, that people aren't really more productive than people who just spend 9 hours per day. The excess time is usally spend in goofing around or creating problems, which will take time the next day to fix.

      Very true. It is rather interesting that as you go from 40 - 45 hours a week, there are HUGE productivity gains (the 5 hours is all productive - vs. 15 of the first 40 hours are meetings, overhead, waste) so you see a huge 20% gain in productivity... Wow - if I get that with 5, what do I get with 10 or 20.

      Well, what happens as you go from 45-60 hours a week, you start seeing bad effects with people spending more "Work" time doing their chores, longer lunches, dinner gets in there too... Then what happens that is even worse as you go through 60 hours to beyond is that preventable mistakes start happening. I am tired and make a mistake that takes days or weeks to debug and fix (even assuming it is caught and doesn't ship) and my ACTUAL productivity measured in debugged LOC/hr starts to plummet until sometime above 80-90 hours a week my productivity can actually become negative.

      These are all longer term results - you CAN drive a developer for a week at 80 hours... but if you try for a month - look out for failure as his life starts to fall apart, health suffers, mistakes are made, and they leave for a better life somewhere else - with the mess in your lap.

      By the way - I often wonder if this is the classic difference between young guns that CAN work longer hours for longer periods of times, and seasoned vetrans that don't seem to go over 60 hours, but are still effective (don't write as much code either - but what they write works better)

      --
      I have mod points and I am not afraid to use them
    2. Re:Quality of Life by OpCode42 · · Score: 1

      I felt good about making a six figure salary... until i realised that the digits after the decimal point dont count.

    3. Re:Quality of Life by Opportunist · · Score: 1

      6 figures a year?

      Where do you work, are you hiring and could you use someone with a background in security (making and breaking) and 10+ years of experience in pretty much any useful programming language (Assembler 80x86 and a little ARM only) except ABAP?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  6. Quality of Life by caffeinatedOnline · · Score: 1

    I have been programming for over 5 years as a profession now, and I guess that I am one of the lucky ones. I make 6 figures a year, and can think of less then a dozen times that I have 'HAD' to put in more then a 40-50 hour week. Sure, there have been times that I have been working on something, and got so drawn into it that before I knew it the sun had set and I had been working 14 hours straight, but that was my own initiative, and wasn't due to crunch time or management.

    I think that one of the other posters got it right when he said that alot of the complaining is coming from fresh coders who haven't gained the experience to code so that they aren't reworking code and squashing bugs all the time. Or maybe, as I stated before, I am just lucky in the jobs that I have landed.

    With a family at home and more hobbies outside of work then I care to think about, I know that my quality of life would decline dramatically if I routinely had to put in 60+ hours of work a week. The companies that I have worked for have always been very considerate when setting timelines, asking the programming team how long they think that they need to complete a task, then tacking on 20-30% more time to allow for unseen problems. Is this standard practice, and is it the developers who are causing themselves more work?

    --
    The sky above the port was the color of television, tuned to a dead channel...
  7. Why? by Jerf · · Score: 4, Insightful

    You won't always have a perfect balance as far as how many hours you're outside of the office, and how many hours you're inside the office...

    Why not? (Assuming the guy means not like perfect to within a Planck constant, but a more normal kind of perfect.)

    What's really so damned unique about the game industry that makes it need 110 hour weeks? What's really so damned unique about the game industry that it makes it immune to the productivity nose dive that occurs after just a few 60 hour weeks?

    The real problem here is the fundamental assumption that there's something inevitable about this way of life. But somehow, almost nobody else needs to do this. So what's unique about the game industry?

    High stakes? Competition? Tight cycles? Winner-take-all market? High quality requirement? None of these are unique to the game industry, not even in combination.

    My personal opinion, informed on experience, is that the software industry in general is not unique. It is not immune to extremely-well-documented productivity declines that occur with excessive work weeks. It's just really, really hard to measure productivity, so people substitute time measurements instead as the nearest measurable quantity and never ask what it's measuring. The whole software industry has this disease; the game development community has an especially acute case, brought on by ignorance, pigheadedness, and (perhaps more important) the "need" for all these hours being determined by people who probably don't have to work them, or have no reason not to and can't imagine why anybody wouldn't.

    1. Re:Why? by Telastyn · · Score: 1

      What is unique to the game industry is the 'one and done' product cycles. Teams don't generally get multiple releases together to refine and hone their practices and procedures.

    2. Re:Why? by rollingcalf · · Score: 1

      All the more reason to keep work hours down to a more sensible level like 45 or less per week. People constantly working 80-100 hours aren't going to be great at avoiding mistakes.

      --
      ---------
      There is inferior bacteria on the interior of your posterior.
    3. Re:Why? by Xiroth · · Score: 1, Insightful

      One of the most unique things about the game industry is that people are actually willing to work these hours. Writing games for many of the people in the industry is more a passion than a job, and some managers are quick to take advantage of that enthusiasm to encourage them to work to unhealthy levels. Now that's become so commonplace that it's simply accepted, and it's draining the passion out of the people working there. We'll see a balance regained, but only thanks to the disillusionment of many dedicated gamesmiths.

    4. Re:Why? by Profound · · Score: 1

      The reasons all come down to the fact that games jobs are regarded as high status among young males and thus there are thousands of applicants for every job. This leads to giving the employer more power over employees and a paranoid workplace. Thus:

      1. Management push. Almost everyone is young in games development, and many managers have come from the trenches with little or no management experience. When someone inevitably yells SHIP and the game goes to Sony/Nintendo/Microsoft for testing, there is a chance that something may go wrong and someone is going to get blamed and/or fired. The manager can then save their ass by saying everyone had been working for 60+ hours, so they did all they can. If they didn't do that, maybe some other teams manager would say "If the lazy QA team had been pulling 80 hour weeks like the rest of us, maybe they would have found those bugs!"

      2. No employee resistance. They are terrified of being thrown out of the "games industry".

      I think part of the solution is to expose what it really is like in the industry and thus maybe the jobs won't seem so cool, demand for getting a job will fall and so employers will have to treat their employees better as they are not replaceable.

    5. Re:Why? by Mac+Degger · · Score: 1

      Me, I blame it on nerds and geeks. There is no inherent need to work 100 hours a week. With all the mistakes made etc, working 60 hours or just the standard 40 hours a week will get you the exact same level of finished product.

      But geeks and nerds like to geek out and have long evening coding sessions. It's what they did. The geek macho could, at any rate. And it's that geek macho which has penetrated and stuck in the software dev biz.

      And even if I'm wrong, I prefer this explanation, 'cause I can't think of a /rational/ reason that people would work 100 hours a week for software, expecially considering the research which has been done showing that even in a 40-50 hour workweek, many people would benefit from a nap in the afternoon. But that's just not macho enough.

      --
      -- Waht? Tehr's a preveiw buottn?
  8. As someone headed for game developement... by TheNoxx · · Score: 1

    I am fairly worried about this kind of thing. I can foresee myself spending as many hours modeling/texturing/animating as possible, and that's all well and good while young and single. I thoroughly enjoy working and taking pride in what I do, and doubleshifts or longer hours a day don't bother me in the least... but what happens when if I get married and have kids? Do game developers allow senior employees to work from home at least some of the time? The last thing I want is to retire and realize I'd missed out on my kids' growing up. That kind of thing isn't just "quality of life", but an essential of life; that kind of thing you can't make up for or get back, very important things that are just plain gone. Hopefully I just worry too much...

    --
    Ex nihilo nihil fit.
    1. Re:As someone headed for game developement... by SpacePunk · · Score: 1

      Hey, if the company wanted you to have kids it would contract that out to the lowest bidder. Get back to work slacker!

    2. Re:As someone headed for game developement... by xtal · · Score: 2, Insightful


      and that's all well and good while young and single.


      Yes, and when you hit 35, you'll be replaced by someone else.. who is young and single.

      You're a fool for accepting those working conditions.

      --
      ..don't panic
  9. Quality of life doesn't depend on work hours by Opportunist · · Score: 2, Interesting

    40 hours of a job that SUCKS is worse than 80 hours of a job you enjoy. I've had jobs that went on 18 hours a day for 7 days a week, going on for months. Didn't matter. It wasn't something I didn't enjoy. It was actually fun. Yeah, I'm weird, I consider creating code fun, and when an exceptionally cool function works it's better than sex.

    If I had to, say, bag some handbills for 40 hours a week (aside of the most certainly crappy pay), it would put more burden on my quality of life than those 7x18 weeks in a job I did enjoy very much.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  10. Just managment babble by SpacePunk · · Score: 3, Insightful

    The 'article' just talks around the quality of life issue. Nobody on that 'panel' has the guts to define a baseline 'quality of life'. Nothing like "Hey, nobody should be required to work unpaid overtime. Everyone needs to get the hell out of the office at five or six, go home, bang the wife (girlfriend, boyfriend, squeeze one off), unwind, relax, etc... If your in the office after hours because you want to be there then you don't have a life, much less a quality life, and we'll hand ya a roll of tens, take you to the nearest strip joint, and introduce you to tits and ass."

    Work is not 'fun', it's not for 'play', it's certainly not a 'life'. It pays the bills, that's what it's for.

    1. Re:Just managment babble by TheNoxx · · Score: 1

      And here I was complaining about family time before your post brought me to the disconcerting realization that working those kinds of hours... well, it certainly isn't the kind of lifestyle that gives you ample time enough to put the needed effort into wooing a potential spouse. So I guess I don't have anything to worry about. :) Perhaps game developement companies should just reclassify themselves as a new type of monastery...

      --
      Ex nihilo nihil fit.
    2. Re:Just managment babble by vega80 · · Score: 1

      Work can be fun if it's 40 - 50 hours a week. Programming that AI guy to hide behind a crate, and pop out a few shots at you, and seeing it work, is immensely satisfying. Getting a cool shadow effect to work is immensely satisfying. These are the things we work on. And when it's all done, seeing your product on the store shelf is immensely satisfying. Of course crunches are hell, but to say "work is not fun," or it's just to pay the bills, just means you lack the passion to work in the games industry, and you have no understanding of the drive and passion of the talent that does work there.

    3. Re:Just managment babble by SpacePunk · · Score: 0

      "Of course crunches are hell, but to say "work is not fun," or it's just to pay the bills, just means you lack the passion to work in the games industry, and you have no understanding of the drive and passion of the talent that does work there."

      Passion is for crybabies and sissies in relation to work. You go to work, you get the job done, you leave... rinse, and repeat. Your 'passion' should be used for YOUR LIFE. Unless you just like being reamed in the ass after you've given your 'job' all your passion. Companies these days will just treat you as much like the dirty prison whore you want to be.

      The whole 'passion' bullshit is trying to put the work as an art. They have you brainwashed so that you give them all they want, and they'll just ride you hard and hang you up wet. It's the starving artist ideal applied to work. Artists are poor, wretched creatures that eek out a living, and never see a return on their 'investment' unless they start treating it as a business... or they die... whichever comes first.

    4. Re:Just managment babble by Anonymous Coward · · Score: 0

      And if you were actually an artist, you would know that "a living" isn't all that important at all, and that one can die of starvation and still achieve one's goals in life if they are beyond mere survival and comfort.

    5. Re:Just managment babble by nugneant · · Score: 1

      The whole 'passion' bullshit is trying to put the work as an art.

      Wow. Strangely, I find myself agreeing 100% with this.

      Example: Daikatana? Battlecruiser 3000 A.D.? Games built from the "heart" of "passion".

      Katamari Damarcy? The general impression I get is "uh, yeah, I guess we had fun? Maybe at some point? We weren't tortured, really. And yeah, the game's kinda cool, isn't it? Anyway, work work work".
      DOOM? I get that "yeah, we were friends and had fun together - but that thing wasn't passion. That thing was BITCH. INCARNATE..

      Half Life? Grand Theft Auto? Soul Calibur? Planning, calculation, execution. Granted, I doubt anyone on the inside hated the game itself - but I'm almost positive there were a significant portion of people who hated the bitch that The Game had become.



      It's not "beautiful" (classically speaking), it's not pretty, but it's not a fucking flower. It's code. It's life. If life were meant to be a perfect little picture of beauty and metaphor, the Earth would still be flat. And frankly, I think I like really well executed code a little more than a really well executed flower.

    6. Re:Just managment babble by vega80 · · Score: 1

      I have passion for life too. I love my family. I love Formula 1. I love golf. I love fine gourmet food. And I also love my job. Maybe passion is a bit strong a word, but if you look at work as purely as a means to and end, then you come from a different universe than me. I'm not advocating working 60 hours a week without fair compensation, and fortunely, my company only does that a few weeks out of the year, but I see nothing wrong with being excited about the work you do. I'd rather be doing 8 hours of cool AI code than 8 hours of php scripts.

    7. Re:Just managment babble by Anonymous Coward · · Score: 0

      If your job isn't doing something you're passionate about, you are squandering a third of your waking life. How could any amount of money make up for that time you'll irrevocably lose?

    8. Re:Just managment babble by greentoad · · Score: 1

      > Work is not 'fun', it's not for 'play', it's certainly not a 'life'. It pays the bills, that's what it's for.

      Woah, I really feel sorry for you!

      Regardless of the hours issue, treating your job as just something that pays the bills is wasting those 40 hours a week and up to 20-30% of your entire life.

      Put your heart into your job, make it fun and your quality of life will go up a lot more than simply restricting yourself to an exact 40 hour week and paying your bills with it.

    9. Re:Just managment babble by mrbobjoe · · Score: 0

      "It's rife with 'I love my vampire masters' baloney." - from the Scratchware Manifesto

      http://209.120.136.195/scratch.php

    10. Re:Just managment babble by AlephZero · · Score: 0

      I agree with the parent. I work as a gameplay programmer because I love games, computers, science, etc. My love and passion for these subjects doesn't get reflected in the work I do. I code someone else's crappy idea, I track server side crashes and comment functions in case someone else looks at them and wonders what I'm doing. I'm certainly not picasso behind a canvas. Not an artist, not a scientist, and barely an engineer. I prefer this work over databases or web scripting, but life is a set for which work should only be a small subset of. I didn't go to school so I could work so I could pay bills so I could go into debt and repeat until health problems occur or my youth fades away. Working to pay the bills, to feed my family, to be able to travel and enjoy time, that's a purpose. But not only do you need money, you need time to accomplish anything. Working 80 hours a week is sacrificing your life for your work or making your work your life. How sad is it that the best life one could come up with is sitting in front of a monitor for 12 hours a day while you gain weight and your wrists go to waste. Better to work 45 hours, make them count and still have time to exercise, have fun, spend time with family...

    11. Re:Just managment babble by esper · · Score: 1

      I'm not going to make any claims one way or another about "passion", but you've got to be nuts if you actively believe that work shouldn't be fun. You shouldn't burn your entire life there, no, which is what I suspect your real point was, but that doesn't mean it has to be a pure case of "You go to work, you get the job done, you leave... rinse, and repeat," either.

      As for myself, I'm not a workaholic. I have had a policy from day one of not working overtime on a routine basis and not working unpaid overtime, period. But I also seek out jobs where I'm doing work I enjoy and, if they stop being fun for more than a month or two at a stretch, I quit, take some time off, and find something else interesting to do. (No, I'm not rich and the cycle does have a bit of a tendency to end up looking like 'take time off work, get into debt, find a job just in time to avoid totally running out of money, pay off debts, quit, repeat'. Not exactly the model of what most would consider to be "financial responsibility", but I enjoy life a lot more this way than I did back in high school/college when I worked jobs I didn't like just to pay the bills.)

  11. 35 hours or strike by 4D6963 · · Score: 1
    Wow, you people posting talking about working at least 40 hours a weekand up to 80 hours scare me.

    I don't mean to troll, but see, here in France, it's work 35 hours a week (at worse 39) or it's the strike. And the problem for me is that I'm planning on moving to the US, and I find it quite scary to think that I might have an over-40 hours a week job.

    --
    You just got troll'd!
    1. Re:35 hours or strike by whorfin · · Score: 1

      Here in the US there are under-40 hour/week jobs available, but they're usually designed that way to be "part time" so that the employer doesn't need to offer benefits. You'll find them in retail (Can I help you find something?) and service jobs (Fries with that?)

      So you get all the benefits of low hourly wages, no benefits, and you're replaceable, too!

      --
      Laugh while you can, monkey-boy!
    2. Re:35 hours or strike by 4D6963 · · Score: 1
      Here in the US there are under-40 hour/week jobs available, but they're usually designed that way to be "part time"

      Seriously, you guys are getting screwed. So a 35-hours job in the US is a part time job? lol, that's quite funny, and at the same time scary.

      I only hope one day you guys will wake up and do quite what we did during the last 150 years or so, and fight in order to bring the weekly work time from 48 hours to 40 to 39 to finally 35 (although the 35 hours have always been controversial and are kind of being rolled back).

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      You just got troll'd!
    3. Re:35 hours or strike by Anonymous Coward · · Score: 0

      We *did* fight for 40 hour work weeks back in the early part of the last century. The problem is that we backslide thanks to effective demonizing of Unions by the republican party.

    4. Re:35 hours or strike by 4D6963 · · Score: 1
      The problem is that we backslide thanks to effective demonizing of Unions by the republican party.

      Well yeah, unfortunatly you can't keep that kind of advantage unless you keep fighting, and that mostly means having the Democrats to do something to compensate the efforts of the Republicans to exploit you better.

      And that's why in France the 35-hours are being rolled back, that's because the right wing has been having the power lately.

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      You just got troll'd!
    5. Re:35 hours or strike by SpacePunk · · Score: 1

      The Democrats won't do anything. They have a large contingent of millionairs that make their money on the backs of the working people.

    6. Re:35 hours or strike by Anonymous Coward · · Score: 0

      And that's why in France the 35-hours are being rolled back, that's because the right wing has been having the power lately.

      Or, perhaps the attempted (and recently-failed) has something to do with France's unemployment rate, which has tended to be in the high single-digit percentages? (Due in no small part to labor laws that ensure that, once an employee is hired, firing them is nearly impossible -- which ensures that employers try harder to avoid hiring people who might be incompetent?)

      If you're moving to the U.S. and plan to work in any professional capacity, be prepared (mentally, though physically too) to work 40-45 hour weeks, normally. As a middleware developer for a large financial corporation here, I've kept data and calculated stats on the amount of time I spend at work (including lunches, about half of which during the sampled time I've worked-through, the other half range from 30-60 minutes in length off-campus). Excluding the 2 weeks I took for vacation, I spend a mean of just under 50 hours/week at work (including the vacation, that figure drops to a bit under 46 hours/week). That mean has been dropping in recent months too, due largely to better organization and some boldness on my part...

      As another poster wrote, the only 35 hour/week jobs we have here are part-time. However, you can work at Starbucks making and selling coffee 20 hours/week and get health insurance from them though, if being a barista is your thing...

      Oh, and don't forget commute time. I don't know what it's like around France (I suspect it's similar), but I commute 2 hours/day. And unless you live and work in NYC or "the loop" of Chicago or the Bay Area of San Francisco, you can basically forget about mass-transportation, as service -- where it exists -- will be too infrequent, unpredictable, and inconvenient to be relied-upon. (Too bad, because mass-transit does a nice job IMO of letting people do something else with their time besides stare at other peoples' bumpers.)
    7. Re:35 hours or strike by waltc · · Score: 1

      Not to worry. If working hard is a scary thing for you, you can always flip burgers at McDonalds on a part-time basis, thereby assuring yourself of as many free hours per week as you want to pick your nose and sleep...;)

      The great thing about working in a country with as low an unemployment rate as the US is that you have no shortage of jobs to pick from if you're qualified. So, you can work as long or as little as you like, and take whatever job you like. The government doesn't put a gun to the head of employers as to whom they hire *or* employees as to whom they work for. You are free to choose your own employment destiny.

      Not surprisingly, however, being able to obtain a lucrative employment position depends very much on how much you enjoy working in the first place. In the US you can become a bum or a prince, just depends on what you choose to do. The government isn't going to hassle you for your own personal decisions in that regard.

      So, what's the solution to US working conditions you may encounter but don't like? Get another job, or another profession, basically. It's pretty simple. You should know, though, that in the US "going on strike" is just another way of telling your employer that you don't want to work for him (because if you did you'd find some other way of talking to him apart from not showing up for work, wouldn't you?), and more often than not he's liable to take your cue literally and simplify the whole process by firing you so that you can look for work that you find more appealing.

    8. Re:35 hours or strike by 4D6963 · · Score: 1
      you can always flip burgers at McDonalds on a part-time basis, thereby assuring yourself of as many free hours per week as you want to pick your nose and sleep

      lol great idea. by the time i'll move to the US i'll be a sysadmin, so no, I won't work for McDonald's in order to work for a decent amount of time.

      So, you can work as long or as little as you like, and take whatever job you like

      Wait, do you mean I can be a 35-hours/week sysadmin??

      "going on strike" is just another way of telling your employer that you don't want to work for him (because if you did you'd find some other way of talking to him apart from not showing up for work, wouldn't you?)

      lol, no wonder why you guys work as much as the Chinese. "Going on strike" is done when you tried discussing with your employer about something about your work conditions that cannot be accepted anymore and that your sterile discussion leaves no other solution, nothing to do with "not wanting to work for him", and therefore if you're on strike it means there was no efficient "way of talking to him apart from not showing up for work".

      Looking for another job won't make things globally any better, changing things by strikes changes things for at least the company you work in, or maybe even more, depending on what type of strike it is. You can argue that I can't change the world, but if so then wonder why we the French who's always on strike work 35-hours a week.

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      You just got troll'd!
  12. BTDT by DSP_Geek · · Score: 1

    Every place I worked which imposed 100 hour/week crunch modes more than once was a guaranteed lose, because it meant management was so incompetent they couldn't come up with a plan of work more sophisticated than "more hours! more hours!". It was only a matter of time before they drove their employees into the ground, followed shortly by corporate implosion after mass defections took the necessary brainpower to greener fields.

    Game companies sound like lousy places to work on that basis, but that's to be expected when the field is imbued with a perception of glamour and all the other spermatozoa are drilling into the egg. Better to be off in the boonies working on stuff few people even know exists.

  13. Some of them are blind to it by Digital+Vomit · · Score: 2, Informative
    I had some email correspondance with one game developer who flat out told me all these terrible stories were "urban legends" and just "bullshit". Then, in all seriousness, he went on to describe how only a few people in the studio worked more than 50 hours a week, and that during "crunch time" he might work upwards of 85 hours a week for a few months.

    I guess denial is how he copes?

    Or maybe he was just screwing with me. :-P

    --
    Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
  14. What do you expect...? by __aaclcg7560 · · Score: 2, Interesting

    I think Dilbert sums it up nicely! Been there, done that, don't want to do it again.

  15. Oh, Mary Poppins... by Anonymous Coward · · Score: 0

    That's such a beautiful and life-affirming and Spiritually Holistic message that I think I could just absolutely projectile-shit with delight.

  16. younger minions by OldZombie · · Score: 1

    no wonder the game industry survives on younger workers (minions) they dont generally have a committment towards a significant other, they are more than happy to work extra hours as long as that earns them brownie points in the eye of their boss/supervisor because they either as one person said dont have a life besides what they do at work (including no hobbies to pursue and their idea of fun is playing games) or they have a tough time going to back to their lonely lives at home. Thr trouble starts with people near the thirty some range who have a significant other, sometimes kids and lots of other responsibilities which need their time and attention. basically the industry is sending out a message to the people we dont care for your experince or what you have achieved you have to slog till you can then leave this industry and allow the younger generation to come and slog all over again :-) ésta es vida

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    This is not a signature...no seriously!
  17. Really? by waltc · · Score: 2, Funny

    I guess it's you who is in denial...;) Since when does a 50-hour work week = a 100-hour work week? IMO, "crunch time" wouldn't happen at all if the people who manage and work in the game companies didn't spend ~20 or so hours per week of every week leading up to the month before release "talking at the water cooler" and "taking coffee breaks" and "scratching their nuts" and "Internet surfing" and etc., ad infinitum...;)

    Basically, "crunch time" looks to me as the game developer saying to itself and its employees, "OK, we've all had a lot of fun for the last year and a half, haven't we? But now we are six weeks out from shipping and it's time to take this work very seriously, isn't it? So, we're going to have to work our asses off to make up for what we didn't do that we should have done over the last eighteen months!"

    I think, though, that "crunch time" is likely inevitable and unavoidable in any process that takes what is essentially a highly creative venture and seeks to internally inject regimention, discipline, and scheduling into it at the same time. You're going to have to flow creatively in the process of crafting a game for as long as you can so as to create a decent game, but eventually there comes a time when the rubber meets the road and you have to *finish and ship.* I think it's the nature of the beast, frankly. I also think that professionals in the business for a long time understand this, whereas other people just don't. And there's the rub, isn't it?