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What's Wrong With the Games Industry

Gamasutra has up a piece by game developer Stephen Ford, entitled What's Wrong with the Games Industry (and How to Make it Right). The article covers the idiosyncrasies of game development, such as the problems of pitching a title, making a demo, working to publisher expectations. It then looks at ways to make the same-old same-old 'right'. From the article: "One amazing fact that has yet to permeate the strata of the industry is that most of their employees have the equipment that they need to do their jobs at home. One example is freelance audio engineers, who do most of their work off site and mail the files in. However, for code, design and art there are still large levels of resistance to the idea that you can effectively export work off site and maintain control. On-site control is an illusion, and while the camaraderie of a large office space is nice, it is also the least financially efficient way of getting production work done in an age of broadband."

119 comments

  1. Proof? by Aladrin · · Score: 4, Insightful

    "it is also the least financially efficient way of getting production work done in an age of broadband."

    Have you got -any- proof of that? Some people do NOT work well away from the office. I'm guessing that game programmers, designers, and other game-jobs have huge amounts of people in that category.

    In fact, anyone with ANY interest in games has a compulsion to play games. Try having a doctor do paperwork at the golf course and you'll see exactly the same thing. The temptation is just too close at hand.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Proof? by Doctor+Crumb · · Score: 4, Insightful

      Some people don't work well *in* the office, playing games or surfing the internet. This is what managers and performance reviews and the like are for. An inability to get things done means that whatever management is in place is insufficient, whether telecommuting or in a traditional office.

      The irony is that I am posting this to slashdot while at work, and odds are you did the same.

    2. Re:Proof? by angelzero · · Score: 2, Insightful

      "In fact, anyone with ANY interest in games has a compulsion to play games. " Have you got any proof of -that-? You can't just laud it as fact without evidence to back it up.

    3. Re:Proof? by __aaclcg7560 · · Score: 1

      Just like how a lot of people think being a video game tester is a "fun" job since you're only playing games. WRONG! Testing video games is hard work. It stopped being fun for me after six weeks and I did that for six years.

    4. Re:Proof? by iocat · · Score: 5, Insightful

      People can screw off anywhere, and they can concentrate anywhere, but for some (not all), the impulse to screw off is overridden by presence of co-workers and managers. For others, the ability to concentrate is destroyed by same. A good manager knows who can work well where and when. In my experience, people in the former category will tell you working offsite is impossible, and people in the latter category will make up a bunch of reasons for doing so. So it's not like people are trying to maximize their screw-off potential when they argue this point, it's actually that they argue that what works best for them works best for everyone, which is not necessarily true. Still, all things being equal, having people near each other so they can kibbutz and talk (not just IM each other w/ questions whne an issue comes up) seems to result in greater overall efficiency over the long term, especially in necessarily collaborative projects, such as game development. IM is great, but actually looking at someone else's monitor, overhearing info over a cube wall (in a good way), getting together in small groups occaisionally to discuss while one guys codes -- those are all valuable things that it is hard to replicate via IM or other PC-to-PC sharing tools.

      --

      Dude, I think I can see my house from here.

    5. Re:Proof? by commisaro · · Score: 1

      Also, for the creative aspects that they stated such as Art and Design, I imagine those are collaborative efforts which require interaction and people feeding off each other... I don't see how well that would work if all the designers were isolated in their own homes... BTW, I know I work WAY better when I'm in a specified work environment than I do at home...

    6. Re:Proof? by madhatter256 · · Score: 1

      Thats true. Some people need someone else to keep them in 'check' and up to date on milestones and deadlines. If you're any studio, you would know that if you missed a milestone then your money is gone and most likely the IP of the game.

      Another reason you still need a centralized facility to do the work (office space) is because its the only place you have a controlled development environment. The lead designer/producer cannot check and see if the PC at the employee's home, which they work out of, does not have any trojans, etc that can leak any beta code out. That employee most likely uses the same computer (under the same operating system) for entertainment, such as playing games, even pornography where the chance of malware installing and wreaking havoc to the project is most likely to occur than on a PC in the office where it is hooked up to a WAN, limited access internet (or no internet), plus monitoring software to prevent corporate espionage. Working from home is where any random, devestating, error can occur and severely damage the development of the game.

      Some studios have started their business strictly online, but from my experience, they kept missing deadlines because of problems occuring with a specific computer, or something else that's related.

      Overall, office space speeds up production and reliability that a project meets milestones and deadline in time.

      --
      Previewing comments are for sissies!
    7. Re:Proof? by Scrameustache · · Score: 1

      People can screw off anywhere, and they can concentrate anywhere, but for some (not all), the impulse to screw off is overridden by presence of co-workers and managers. For others, the ability to concentrate is destroyed by same. A good manager knows who can work well where and when.

      AMEN!

      At the only job I was ever fired from (not game-related), my cube was right at the intersection of the main corridor and the kitchen entry, the printer/fax center, and the door to the server room.

      I told my manager I was having a real hard time concentrating because of all the people holding impromtu meetings or shooting the breeze right next to my cube, leaning on my cube wall, or worse, when they had to move out of the way of people walking, IN my damn cube!

      He told me to concentrate harder.

      I was fired (by the third manager of the project) for disapointing performances, I told them I was disapointed in my performance too. So I didn't mind getting out of there, although some of my coworkers were awesome (still see some of them) but DAMN, talk about incompetant management.
      And you know what the worse part is? I've heard those managers talk about their string of "problem employees", they were wondering why they had such bad luck with people who seemed so right when they first hired them... really, what could be the one thing all these people had in common? Mystery of the ages, huh?

      --

      You can't take the sky from me...

    8. Re:Proof? by Froggy · · Score: 2, Insightful

      My husband's been a game developer for twelve years, and believe me, playing games is the *last* thing he wants to do when he comes home of an evening. He just can't stop thinking about work. Even when he's watching the kids play on the PS/2, he can't stop picking out TRC violations in the interface.

      A better reason to work in the office rather than at home is that the typical software developer in *any* industry needs to communicate with their colleagues. You can go the whole formal weekly meetings route, but life is more relaxing if the contact is unstructured. Meetings feel like work. Chatting in the tea room does not.

      --
      It is a woman's prerogative to change other people's minds.
    9. Re:Proof? by Skreems · · Score: 1

      Not only that, but I find my level of screwing off drops dramatically when I'm given a well-thought-out project with clearly defined goals and requirements. When I have to poke at a piece of code without really knowing what it's supposed to do, constantly go hunting for more information when nobody seems to know whose decision it is, and without any decent support in the rest of the application, my motivation goes through the floor (and I start finding a bunch of new flash games online). When I'm given a project with a solid core codebase and requirements that are well-defined and logical, my productivity jumps by at least 5x.

      It's not even entirely due to laziness. I work best if I goof off for a bit while letting my brain process the code I've been poking at. Come back and everything's clear, and I can drop a bunch of code in and everything works great. It just takes that much more processing time when the project is poorly written and irritating to add to, and it looks like goofing off because I like to occupy my concious brain with something mindless while I'm processing.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
    10. Re:Proof? by Aladrin · · Score: 1

      lol Actually, I called in sick to work and I was playing video games... Hehe. But I usually read ./ from work, yes.

      But think of this... Current management makes them go to the office to work. Because they think it's necessary for productivity. Maybe management is already doing its job! Not everyone can handle the added responsibility of working from home, and they seem to think the majority of their workforce is in that category. Maybe they are right.

      Others noted that communication and collaboration is also much easier in the workplace. I agree with that also.

      In the end, I'm sure there are more factors that I haven't bothered to think about yet.

      While I enjoy working from home now and then, I only do it when I have a -need- to work at home.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    11. Re:Proof? by Digital+Vomit · · Score: 1
      People can screw off anywhere

      Don't I know it.

      Well, back to work.

      (yeah, right)

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    12. Re:Proof? by Gr8Apes · · Score: 1

      Take Madden football, your job is to test that the coin flip works in every city, between every team pair.

      Have FUN!!!!(Got this from a guy who's job with the game industry started and ended with that. He never wants to see another football game again - can't imagine why...)

      Game testers have to be the uber abused QA folk that ever existed.

      --
      The cesspool just got a check and balance.
    13. Re:Proof? by mgblst · · Score: 1

      Managers are fools, you can't expect them to form a solution for you. What you should have done, is explained your problem, then give them a solution - "like there is a free cubicle over there, and I will closer to my main development team!" - Yes, you have to do the work, then, maybe they will do something about it.

    14. Re:Proof? by Scrameustache · · Score: 1

      Managers are fools, you can't expect them to form a solution for you. What you should have done, is explained your problem, then give them a solution - "like there is a free cubicle over there, and I will closer to my main development team!" -

      Oh, I tried, but then that would have meant that the manager who assigned the cubicle was wrong.
      No, the manager is always right, so of course, since I'm not being as productive as I can be, the best way to correct this is to ignore what I say, and keep me in the most visible station in the office, so that way my fear (ah! as if) of him seeing me not being productive will keep me productive, and to deny that the problem is as bad as I say it is.

      Like I said, I didn't mind loosing that job too much, couldn't work in these conditions.

      --

      You can't take the sky from me...

  2. Snuh? by voice_of_all_reason · · Score: 5, Insightful

    But the King Cause is simply this: Most game development management is pretty incompetent. most game development management --> most management

    Fixed.

    1. Re:Snuh? by ZephyrXero · · Score: 3, Insightful

      There are two main problems in the game industry right now (and yes both have to do with managment in one way or another)...

      1. Game developers and publishers focus too much on flash. When you're only worried about how good your game will look in screenshots, videos and ads, gameplay suffers. A game should be just as fun to play with primatives and stickmen as it is once you add your pretty coatings on top, if your game isn't as fun or "cool" without out all the flash, you have a crappy game on your hands. The same goes for story and cinematics. Yes, story can be very important, but your gameplay should always come first (unless in perhaps the case of an RPG).

      2. The industry is stagnating. 99% of games released these days are rehashes of old games that don't even bother to try and add a new twist or anything. Why would any gamer want to buy the same game they already own but with a different title? Hopefully advancements in physics processing and controllers like the "Wii-mote" will help get the creative juices flowing again in the industry, but I fear most of the problem comes from investors and publishers not wanting to risk any money on anything even remotely original. It's the same exact problem we're seeing in the movie, TV, and music industries as well...

      --
      "A truly wise man realizes he knows nothing."
    2. Re:Snuh? by voice_of_all_reason · · Score: 1

      1. Game developers and publishers focus too much on flash.

      Right, and this is nowhere more evident than on the evidence of how some games can keep pumping out sequel after sequel. Pokemon (barring my joke down the thread), Dynasty Warriors, Castlevanias on game boy. Very little upgrading of graphics over time and they're still best sellers.

    3. Re:Snuh? by maxume · · Score: 1

      most management -> most people.

      --
      Nerd rage is the funniest rage.
    4. Re:Snuh? by JensenDied · · Score: 1

      Flash is nice and all when it /adds/ onto what is already there, if something looks nice but is not even halfway unusable, no one will want it.

      --

      09:F9:11:02 - 9D:74:E3:5B - D8:41:56:C5 - 63:56:88:C0

    5. Re:Snuh? by ZephyrXero · · Score: 1

      Ahhh.... and now you've hit one of the root problems with almost all the businesses in today's world: short-sightedness. To a share holder or CEO, all you're worried about is how much money you can make in the next year, if not just the next quarter even....but making crappy products that you know will make you a quick buck right now, yet will quickly fizzle out soon after is just about the worst thing you can do for your company, if you want it to last for an extended period of time. In a world where business leaders don't look at things in the long term and only focus on this fiscal year's bottom line, these trends will most certainly continue.

      My Opinion: Publicly traded companies will eventually learn from these mistakes or most likely will just implode upon themselves, but by the time they do, they might bring down the rest of their industry with them. depending on how big and powerful they became during their peak (talking about business in general, not just gaming). For example, look at Microsoft, if the many predictions are right, they're not only about to severely wound themselves with the release of Vista, but also all the thousands of companies that let themselves get locked into a Windows only development model...

      --
      "A truly wise man realizes he knows nothing."
    6. Re:Snuh? by Jartan · · Score: 1
      The industry is stagnating. 99% of games released these days are rehashes of old games that don't even bother to try and add a new twist or anything. Why would any gamer want to buy the same game they already own but with a different title?


      I'm going to say this is pretty much BS from where I'm sitting. It might be true for certain genres like FPS's and whatever genre console action games fit into. But for the rest of us I think we're starving for a bit of "rehasing" and "same ol same ol". I'm interested in RPG's myself mostly and I would love if they'd just take a bunch of old games and completely copy them then release with a bunch of fancy graphics that you seem to hate.

      Im starving here with practically nothing to play but japanese style RPG's for consoles. Those are ok but they get boring pretty fast. We're coming up on the biggest season of the year and theres only ONE real rpg coming out (nwn2) and that's IT.

      I can only imagine how the poor adventure gamers feel at this point.

    7. Re:Snuh? by ZephyrXero · · Score: 1

      Don't get me wrong, I love pretty graphics and everything. I'm a self admitted graphics whore, but I also know that there are more important aspects to a game. I'd love some graphical updates to some of the old classic games, but I'd rather them be called "remakes" rather than people trying to pass them off as new products.

      --
      "A truly wise man realizes he knows nothing."
    8. Re:Snuh? by pete6677 · · Score: 1

      Very very insightful. I couldn't agree more. American business culture simply does not reward risk-taking anymore. Look at what most public companies are spending their cash on right now: share price pumping, ie. stock buybacks. Is there no better use for that capital?

    9. Re:Snuh? by Chosen+Reject · · Score: 1

      I'm not too sure all the blame rests on investors and publishers not wanting to take risks. The reality is that it's easier for a lot of people to take what is already created and make it "better" than it is to create something wholly new. By "wholly new" I don't mean to create a new genre out of thin air, and by "better" I don't mean actually better. As an example, look to music when bands do covers or remixes.

      As a not so well known example, I'll sing along to Boulevard of Broken Dreams and give it parts and think that it's better (of course, I think I would still prefer Green Day's original version than my version). There are a lot of people who can do that, but there is only one Green Day. In fact, most of us, can look at just about anything and say things like, "That would be better if..." or "What if they changed..." or "They should add..." or any of the like. But few of us would be hard pressed to create something entirely new.

      Many of us can think of tweeks and changes to try to make Capture the Flag more fun, but few of us could create Capture the Flag from scratch. There are a lot of mutators for Unreal Tournament but few good new game types. But this isn't new to out generation. There's only a few Shigeru Miyamotos in this world.

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    10. Re:Snuh? by yanos · · Score: 1

      I'd like to add to your list

      3. Hire actual writers/scenarists. I am really feed up with great games with piss poor story, filled with pathetic video game cliché. If you're going to put a long story, might as well make it interesting.

    11. Re:Snuh? by triffid_98 · · Score: 1
      I don't think it's just American business culture, or we wouldn't be seeing Final Fantasy XXXVIII next year. As far as the games industry goes, it's just like the movie industry. The more cash it takes to produce titles, the more risk adverse the studios become, the more likely they are to stick to sequels and/or formula based titles.

      Very very insightful. I couldn't agree more. American business culture simply does not reward risk-taking anymore. Look at what most public companies are spending their cash on right now: share price pumping, ie. stock buybacks. Is there no better use for that capital?
    12. Re:Snuh? by ZephyrXero · · Score: 1

      Agreed.

      --
      "A truly wise man realizes he knows nothing."
    13. Re:Snuh? by Swanktastic · · Score: 1

      Look at what most public companies are spending their cash on right now: share price pumping, ie. stock buybacks. Is there no better use for that capital?

      Look at the tax rate for personal income (which dividends are taxed at) and then compare it to the tax rate for capital gains (which share buybacks are effectively taxed at). That is about 99% of the reason why companies choose buybacks over dividends. Significantly more money ends up in the shareholders' hands through a stock buyback.

    14. Re:Snuh? by LordVader717 · · Score: 1
      There's only a few Shigeru Miyamotos in this world.


      Silly me. I thought there was only one.
  3. Well... by frosty_tsm · · Score: 1

    On-site control is an illusion, and while the camaraderie of a large office space is nice, it is also the least financially efficient way of getting production work done in an age of broadband.

    Tell that to whats-his-name who never returns my e-mails!

    1. Re:Well... by IgLou · · Score: 2, Informative

      I concur! The one thing I like about folks in my office is that they are right there and I can walk over and get their attention and talk to get things done. I can communicate far more in 1 minute of face to face than 100 emails. (That and I'm lazy so when I go to someone's desk they know it's important!)

      --

      Oops, how did this get here?
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
  4. You wanna know what's wrong wtih the industry??? by IcyNeko · · Score: 1

    Here's one clue for you: "RIIIIIDGE RACER!"

  5. i kind of disagree. by aleksiel · · Score: 2, Insightful

    it really depends on the situation.

    team-based on-site coding does improve productivity. its much easier to shout over at someone to find out information or get something done, instead of exchanging emails or ims. emails and ims are easy, but not the fastest or most efficient way of doing things.

    1. Re:i kind of disagree. by Mongoose · · Score: 1

      Also you get "little miricles" sometimes. You'll be doing a test for some animation system or the like, and someone walks in and goes 'OMG WTF THAT IS AWESOME'. Then instead of a test you can end up with a new feature in the game, or in the extreme case of Devil May Cry -- an entire series can be born. It also helps with welding subsystems to have the 'owners' of each peice sit down and plan out wtf to do with them. Then there is the dreaded time when you can't see a problem, and all you might need is someone to come in and say 'hey why did you commented out this line?'.

      Team work is important in software development, and even more so in games. You have to get art, design, and code all working together -- yes sometimes you actually need meetings.

  6. Re:You wanna know what's wrong wtih the industry?? by voice_of_all_reason · · Score: 1

    Well, Pokemon: Burnt Sienna certainly isn't helping things.

  7. Re:Wow by Cadallin · · Score: 3, Insightful

    No, they starting being written in force in about 1994-5, when the industry started becoming much more corporate. (EA was well into their acquisition scheme by then, and that was a huge part of it). And just because these articles are commonly written doesn't mean that they aren't on to something. Do you really think that there aren't problems in the way the business of making games is done?

  8. Buzzwords by 2008 · · Score: 3, Insightful

    An article that complains about buzzword compliance yet finishes with the phrase:

    "Welcome to the games industry, version 2.0."

    I was almost fooled for a minute...

    --
    I quit!
  9. Negative Weight by AKAImBatman · · Score: 5, Insightful
    Developers don't know what to do with staff once a project winds down because the nature of the industry is such that nobody can guarantee constant work. When working in a low-cost market such as 16-bit development, this problem existed as it does today, but the negative weight of it was relatively insignificant. Yet as costs and contract issues and the seriousness of the industry has grown, the problems of having fifty or a hundred people doing nothing for an extended period of time have multiplied that negative weight, to the point that it kills companies.

    Sounds like many game companies need to learn a newfangled idea (not really) known as "pipelining". You have various projects happening concurrently, with each project bubbling to the top as the necessary parts of the previous one are completed.

    This would require good management, more normal working hours, and game development on a more normal schedule in order to happen. These things have been an antithesis to game companies, who have always struggled under tight timetables to get the game out while it's still technologically impressive. One is forced to wonder, though, is the technological death march really worth it? If your company's very existance is dependent on producing blockbuster after blockbuster, then you may be in a pretty bad position. No one can maintain a permanent streak, which is why you're probably only employed as far as the next game.

    As much as I dislike EA, they do understand. (To a certain degree.) They have tons of projects in parallel, assuring that resources can be used and transferred as necessary. There's no "negative weight" holding the company down, save for post-launch vacations. If they would smooth out the development process, they could let everyone have lives so that they wouldn't need the post-launch vacations. Then their negative weight would reach pretty close to zero.

    Games just aren't getting that much more impressive as time goes on. We're reaching areas of dimishing returns to where we can probably slow the pace in exchange for focusing on making good games that are fun, and have been properly QAed. There's no need for these last-minute additions or patches. Especially as the market revolts, and moves more and more toward console gaming. (Where proper QA is a requirement.)

    Gamers want good games. Technology is only a canvas on which games are painted. It should not be the be-all-to-end-all of the game. If companies can reorganize around making high-quality games on more reasonable schedules, then I don't doubt that costs would lower and the products would improve.

    My 2 pennies, anyway. :)
    1. Re:Negative Weight by Anonymous Coward · · Score: 0

      "Especially as the market revolts, and moves more and more toward console gaming. (Where proper QA is a requirement.)"

      I take it you're not on the "next-gen" bandwagon yet? proper QA is, apparently, no longer a requirement; not when you can just release a patch via [insert next-gen console of choice here]'s download service.

    2. Re:Negative Weight by frosty_tsm · · Score: 1

      Console gaming historically has required proper QA, but I wonder if this will change as patches can be provided to console players just as they have been to PC players.

      I think one problem is you see a lot of games built from scratch, at least in the smaller shops. EA produces so many games I bet they have several underlying engines to support different types of games, and they improve upon these engines over the years while each game takes a version and builds something closer to a mod than a full game. We are seeing this some with the use of the Unreal engine, but I think we would see more quality games (of existing genres) with cheaper development costs. Sure, there will always games that break from the existing mold, and more features can be added on. But it would reduce a lot of the cost and headache for a lot of games.

    3. Re:Negative Weight by AKAImBatman · · Score: 1
      Console gaming historically has required proper QA, but I wonder if this will change as patches can be provided to console players just as they have been to PC players.

      To a certain degree, I think you're already seeing the PSP gamers revolt. Quite a few of them have moved on to the Nintendo DS, which does NOT send out large system patches to fix "system issues". Especially when most of those "issues" are attempts to plug holes homebrewers are using.
    4. Re:Negative Weight by frosty_tsm · · Score: 1

      This is why I'm glad I've stuck with my GBA SP. I was originally thinking of getting a PSP, but now the DS Lite looks attractive as it's getting closer to the same size as my GBA.

    5. Re:Negative Weight by Deliveranc3 · · Score: 1

      Games just aren't getting that much more impressive as time goes on. We're reaching areas of dimishing returns to where we can probably slow the pace in exchange for focusing on making good games that are fun, and have been properly QAed. There's no need for these last-minute additions or patches. Especially as the market revolts, and moves more and more toward console gaming. (Where proper QA is a requirement.)

      Gamers want good games. Technology is only a canvas on which games are painted. It should not be the be-all-to-end-all of the game. If companies can reorganize around making high-quality games on more reasonable schedules, then I don't doubt that costs would lower and the products would improve.


      Games are still getting better, people just aren't noticing as much.

      Slow the pace, possible but I predict something else.

      A lot of games are modelled on reality, and the tools for modelling reality are getting better all the time, new mapping and skinning and motion capture equipment will lower the cost of making a game eventually (think hardware turning into software) as seen in valve's bump mapping technology and the 360's massive photorealistic textures (Why design textures when you can just take a picture of what you want and slap it on), patches are largely a product of new features being implemented in games and changing hardware requirements. The hardware requirements part will (unfortunately) largely be solved by DirectX X which will include the technologies that companies are currently cobbling on to the outside of engines (Think Valve's HD lighting) and it will also further abstract the hardware.

      "Technology is a canvas on which ideas are painted", you're right, but what game makers are facing right now is an unwillingness to move to a standard set of tools which they feel will restrict their creativity.

    6. Re:Negative Weight by 6 · · Score: 1

      I think a better analogy is to the death of the studio system in movies. We are just at the tail end in games. Currently films are made by a large number of companies, some as small as individuals, who come together for a single project. Groups not well represented by corporations tend to band together into guilds. A project then becomes a negotiation between various service providing guilds and companies, a few stars, and the funding agency.

      I suspect this is what game production will look like in the future.

    7. Re:Negative Weight by 6 · · Score: 1

      Or more precisely. Game production is no longer really a problem in engineering management and thus the solutions don't reside in the techniques of engr management. Instead it is a large group creative production and the solutions almost certainly will come from that field of endeavor.

    8. Re:Negative Weight by homer_ca · · Score: 1

      That's not an issue with handheld consoles. They don't have the multi-GB hard drives of the next-gen consoles. Hard drive storage is really what makes binary patches practical. Hope this doesn't lead to console games getting rushed out the door half baked because they could patch it later.

    9. Re:Negative Weight by Anonymous Coward · · Score: 0
      You have various projects happening concurrently, with each project bubbling to the top as the necessary parts of the previous one are completed.

      Unfortunately many studios are still in the position that they want to release every game they work on that year at one time - just before Christmas.

  10. Re:Wow by elrous0 · · Score: 1
    There are problems in the way EVERYTHING is done. No industry is perfect. But the constant drone of "the videogame industry is broken" just gets tiresome after a while, especially considering that (despite all predictions of gloom and doom) the industry continues to thrive and break sales records long after MANY predicted demises.

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  11. One Reson: by gambler_mtu · · Score: 2, Insightful

    The gaming industry has lost it's imagination. Innovation is gone, instead companies are trying things like making crappy games for simultaneous releases with movies, or perhaps banking on previous successes...Doom 4 anybody??? No takers?? really??

    1. Re:One Reson: by Anonymous Coward · · Score: 0

      Considering how many fanchildren here would step over their own okaa-san for a copy of Legend of Zelda With Motion-Sensing Controller Support Functionality, I'd say there are plenty of takers. Hell, look how many of them plan to re-buy all their favorite NES and SNES games to play again!

  12. It's not just this by Gnostic+Ronin · · Score: 2, Insightful
    I think the biggest problem has nothing to do with the structure of the company, it has to do with the content of the games themselves.

    First off, you have a lot of copycatting going on. Everybody wants in on the big trend, so they're trying to recreate the big game of the year. There aren't many that aren't essentially clones of some other game. Ico, DDR, Katamari, Okami and Gitar Hero are new games. Most of the rest are pretty generic, to the point where if you've played one game in the genre, the rest are rentals -- because other than the graphic art, they play identically. And that's not even counting the sequels of the generic games.

    Secondly, especially for TV/movie games, most franchise games are made with very little understanding of what made the series good to begin with. http://www.gamespot.com/xbox360/strategy/startrekl egacy/screenindex.html?part=rss&subj=6152227 This is just one example. I don't know how you could watch a show where 90% of the time, they negotiate their way out of danger and decide that the best thing to make with the franchise is a shooting game. I won't even bother bringing up Anime franchises.

    1. Re:It's not just this by Khuffie · · Score: 1

      Not to go against your point, but Okami is basically a Zelda with fancy coating.

    2. Re:It's not just this by Dorceon · · Score: 1

      And Guitar Hero is very clearly Guitar Freaks with two extra buttons.

      --
      What sound do people on rollercoasters make? Hint: it's not Xbox 360.
  13. Ever see Fritz Lang's Metropolis? by Scrameustache · · Score: 4, Insightful

    Do you remember the scene where the workers trudge into the factory doors, who fade into the mouth of a giant monster devouring them?

    This is what's wrong with the game industry: It eats people up, chews them out, and then hires the next batch of fresh, ready-for-overtime young talent.

    --

    You can't take the sky from me...

    1. Re:Ever see Fritz Lang's Metropolis? by ConceptJunkie · · Score: 4, Interesting

      This is any large business. After my 20 or so years of experience working at companies of all sizes I would plot a chart like this:

      Number of employees vs. Efficiency of the company as a whole

      1 employee - 100%

      4 employees - 95%

      10 employees - 90%

      100 employees - 50%

      1000 employees - 25%

      10000 employees - 10%

      The U.S. Government - 3%

      We simply do not have the collective wisdom to manage large groups of people. Maybe that's the next breakthrough that will allow us to make quantum leaps in productivity in the 21st century. Or maybe we'll just invent robots to do it all for us.

      By the way, those numbers are flexible. I once worked in a division of 80 - 100 people who achieved about 5% efficiency for over a year thanks to exceptionally clueless management. By the same token, I would imagine Google doesn't quite fit this scale either.

      --
      You are in a maze of twisty little passages, all alike.
    2. Re:Ever see Fritz Lang's Metropolis? by ConceptJunkie · · Score: 1

      By the way, that's an excellent movie. Although the story (and acting in particular) are somewhat melodramatic, the visuals are some of the best ever captured on celluloid (or CCD)... and have remained so for 80 years.

      --
      You are in a maze of twisty little passages, all alike.
    3. Re:Ever see Fritz Lang's Metropolis? by KDR_11k · · Score: 1

      Well, it is a criticism of the Industrial Revolution era working practices, coincidentally those are very close to the game industry's working practices. I guess any industry goes through such a phase in its infancy until they realize that 40 hour weeks simply are the most efficient way of working your employees.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Ever see Fritz Lang's Metropolis? by Scrameustache · · Score: 1

      Number of employees vs. Efficiency of the company as a whole [...]
      We simply do not have the collective wisdom to manage large groups of people.


      Perhaps, but that's not really what I meant...

      I mean that the game industry has "crunch time" as a planned phase of development, a period in which the employees are supposed to work for 60+ (70+, etc) hours a week, for weeks, for each project.

      This is expected of their employees, if you don't like it? Get out of game development, we have PLENTY of young people who are willing to do these hours thinking that they'll prove something.
      But then they get burned out, and they're replaced with next year's freshly graduated youngings.
      Rinse, repeat.

      It's not that they're mismanaged (that would mean that the overtime wasn't planned), it's that they're conciously managed that way.

      --

      You can't take the sky from me...

    5. Re:Ever see Fritz Lang's Metropolis? by 7Prime · · Score: 1
      Although the story (and acting in particular) are somewhat melodramatic

      Just to point out, that was really the style of the time. Film was just finding it's way around (in the dark) narrative, and had basically been just transplanted from the theatre (of which mellodrama is much more of a requirement, due to suspension of disbelief issues). Fritz was one of the first guys to begin to realize film as something more than recorded theatre, but he was still very naive. Also, the lack of sound required actors to grossly over-do facial expressions, gestures, and body language. See "The Cabinet of Dr. Caligari" for an even more blatent example. Also, remember that the early part of the 20th century is still not far from the romantic period, where mellodrama was the status quo.

      BTW: I think we're about at this stage now in video games. You see the glimour of people who are on the right track (things like Okami and Spore come to mind), but I don't think we have our Fritz Lang yet... or at least he hasn't proven himself to be that. I think we're on the verge of it, though; expect this next decade to be a real turning point for the future of games as an artistic/entertainment medium.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    6. Re:Ever see Fritz Lang's Metropolis? by Scrameustache · · Score: 2, Insightful

      Well, it is a criticism of the Industrial Revolution era working practices, coincidentally those are very close to the game industry's working practices.

      That would be my point, yes :)

      40 hour weeks simply are the most efficient way of working your employees.

      Hmmm, I guess that's a matter of perspective. From a manager's point of view, I guess that's true. But from an employee's point of view, I don't think that's quite right.
      40 hours a week is the most you can systematically sqeeze out of them without burning them up, but there's plenty of ink and electrons dedicated to documenting that this isn't healthy, what with stress, depressions, burnouts, etc.

      I've had jobs where sometimes we just didn't have enough work to keep us productive for 40 hours a week, but we had to keep up these hours. I personally wouldn't have minded getting less money these weeks and spending less time doing meaningless busywork, knowing that later we'd have overtime to do in a rush week. balance it out, but that wouldn't jive with the accountants, who like good ol' predictable work hours (and people on a budget who need it too).

      The world ain't perfect :(

      --

      You can't take the sky from me...

    7. Re:Ever see Fritz Lang's Metropolis? by ConceptJunkie · · Score: 1

      You've got a point, but if the game development companies could manage their projects in a way that lets the employees work normal jobs without an unreasonable amount of overtime and still deliver in a reasonably timely manner, don't you think they would?

      More to the point, if they thought they could do it, wouldn't they try? I don't doubt that it's possible, but there are few people capable of managing such a project. Of course, this also assumes something that American management is no longer willing to accept: Employees aren't commodities to be used up and thrown out. Nurturing an employee, allowing him to grow and benefit from experience is no longer seen as having any value at many companies. A lot of places see a warm seat as a warm seat, and an employee (excuse me, a headcount) is at best a collection of keywords on a text-indexed resume. This might be popular, but these companies are no better than the factory owners of the late 19th century and will fall into the 10% or 3% categories I described above regardless of their sizes.

      Skills and experience are only worth something to those who recognize their value.

      --
      You are in a maze of twisty little passages, all alike.
    8. Re:Ever see Fritz Lang's Metropolis? by ConceptJunkie · · Score: 1

      You're correct about the "melodrama" aspect of the movies of the time. But more specifically, films like "Metropolis", "Nosferatu", and "Cabinet" owe as much to the zeitgeist of German culture at the time as to the state of the art of cinematography or their very creative directors. Despite those flaws related largely to the movies being silent and still a novel art form in any case, these movies hold up extremely well. I can't imagine any movie released this decade that will be so highly regarded in 2090.

      This is something that I don't think anyone in the bloated, banal Hollywood of today, with its near-contempt for American culture and its audience could ever achieve. Hollywood is too busy trying to create the culture to be any kind of reflection of what is really going on, and could never achieve the level of introspection necessary to create a movie that can reflect reality by distorting it so severely.

      That isn't to say there aren't good movies around, but I cannot imagine an Oscar-winning or otherwise successful movie these days being worthy of even being mentioned in the same sentence as the best of what was being done in the early 20th century. Very little ground is being broken and there is less creativity than ever, which is a shame given the tools that are available.

      --
      You are in a maze of twisty little passages, all alike.
    9. Re:Ever see Fritz Lang's Metropolis? by Scrameustache · · Score: 1

      if the game development companies could manage their projects in a way that lets the employees work normal jobs without an unreasonable amount of overtime and still deliver in a reasonably timely manner, don't you think they would?

      Well...

      Of course, this also assumes something that American management is no longer willing to accept: Employees aren't commodities to be used up and thrown out.

      You kind of answered for me there :)
      I'm affraid they've been making too much money working like this to change their ways.

      This might be popular, but these companies are no better than the factory owners of the late 19th century and will fall into the 10% or 3% categories I described above regardless of their sizes.

      No kidding! I've actually been kicking around the idea of going back in the industry for the sole purpose of starting a union.

      --

      You can't take the sky from me...

    10. Re:Ever see Fritz Lang's Metropolis? by Khuffie · · Score: 1

      I just have to say...I LOL'd at the US Government.

    11. Re:Ever see Fritz Lang's Metropolis? by ConceptJunkie · · Score: 1

      The problem is that unions, as they generally are implemented, function on exactly the same premise. "Collective bargaining" also treats people as commodities, even with the byzantine rules of seniority and other bizarre ideas unions come up with (for instance, the case I heard of where the union refused to allow the company to grant salary adjustments based on geography for people living in expensive urban or suburban areas compared to people living in inexpensive rural areas).

      I don't know what the real solution will be, but I don't see it being unions. Not, at least, any kind of union I've ever heard of, because they suffer from the exact same problem that the companies themselves do. Unions were best suited for people who really didn't have alternatives and were generally powerless to negotiate largely because they were working in low-skilled or semi-skilled jobs where the companies had unreasonable power. Unions for professionals or highly skilled people to me seems not to much different from extortion.

      Personally, I find the idea of belonging to a union much more distasteful than working for an employee that doesn't recognize my individual merits. Neither could truly represent me.

      --
      You are in a maze of twisty little passages, all alike.
    12. Re:Ever see Fritz Lang's Metropolis? by ConceptJunkie · · Score: 1

      I would hazard a guess that U.S. government really isn't that inefficient, except for the grotesque level of duplication of efforts, not to mention the bald-faced extortion or robbery committed by many contractors, especially in the defense industry.

      The net effect is the same though.

      --
      You are in a maze of twisty little passages, all alike.
    13. Re:Ever see Fritz Lang's Metropolis? by jgrana · · Score: 1

      You don't think that Tetsuya Mizuguchi's getting there? Reading this comment kinda made me think, "Wait, now." Sure, Will Wright's got Spore and the recently dissolved Clover did Okami, but Mizuguchi's got a string of games in that category of "it's getting there". Rez was a few years ago. And Lumines/Meteos. And 99 Nights. And I think we can even stick Space Channel 5 in there as the right kind of idea.

    14. Re:Ever see Fritz Lang's Metropolis? by ConceptJunkie · · Score: 1

      I'm afraid they've been making too much money working like this to change their ways.

      Well, the problem is slightly more complicated than that. They are making too much money today and they don't care about 5 years from now. The biggest problem is ultimately sacrificing the long-term for short-term gains. When companies come and go on a month-to-month basis, one's view becomes a little narrow compared to a company that's been around 20, 50 or even 100 years. People who understand the long-term view will survive and succeed in the long term, but those who burn out their resources and cash out don't care. The problem is that the 99.9% of us who aren't cashing out suffer from this, and ultimately our competitiveness with those people who aren't out to screw the world for the sake of themselves. Ironically, true cooperation will eventually become the advantage, and hopefully the old generation of robber-barons (who are alive an well in 2006) will start dying off.

      Of course, never underestimate the destructive power of greed and ignorance. This may all be nothing more than idle whimsy on my part.

      --
      You are in a maze of twisty little passages, all alike.
    15. Re:Ever see Fritz Lang's Metropolis? by 7Prime · · Score: 1

      I'm going to have to dissagree about the quality of recent films, this seemed to be a typical "grass is greener" response. I love a lot of classics, but for every remembered classic there were a few dozen real crappers that have long since been forgotten. Meanwhile, especially recently, there have been a number of really really good films. Capote and Good Night & Good Luck... both released the same year, are up for movies of the decade in my book. Both show a certain subtlety that may very well go above and beyond that of even the big classics. Previously, you've got Fight Club, Brazil, The Big Lebowski, and a number of top-notch films, released in the last two decades. I think we've got some absolutely stunning material right here and now, but it's much harder to sort through the bullshit to find it. The 80s sucked it hard, very little worthwhile came out of that decade, the the last 15 years have been pretty impressive. Film is probably better now than it's been since the early 70s with things like China Town.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  14. easy by minus_273 · · Score: 4, Informative

    " What's Wrong with the Games Industry? "

    Sony

    --
    The war with islam is a war on the beast
    The war on terror is a war for peace
    1. Re:easy by WilliamSChips · · Score: 1, Flamebait

      Nintendo

      --
      Please, for the good of Humanity, vote Obama.
    2. Re:easy by WilliamSChips · · Score: 1

      I can see that Zonk chose who got modpoints today...

      --
      Please, for the good of Humanity, vote Obama.
  15. Bunch of fluff by Lazerf4rt · · Score: 5, Informative

    This article is a bunch of high-concept fluff. I work in the games industry and to me, the only problem is a productivity problem. We waste a lot of time, not because we're lazy bastards, but simply because:

    • We wait for the compiler.
    • We wait for our machines to synchronize with the latest network data.
    • We wait for out machines to convert the latest game data to the target platform.
    • We wait for the editor and tools to launch.
    • We waste time manually loading and manipulating the game to get to the area we are testing/working on.
    • We rarely use crash dumps correctly. When a rare crash is reported, we go back to our computers and waste time trying to reproduce it in the debugger.

    I'm sure small projects are better than large ones. But I'm always amazed when people totally overlook the time wasted on all of the above.

    1. Re:Bunch of fluff by slcdb · · Score: 2, Informative
      • We wait for the compiler.
      Been there.
      • We wait for our machines to synchronize with the latest network data.
      Done that.
      • We wait for out machines to convert the latest game data to the target platform.
      Check.
      • We wait for the editor and tools to launch.
      Yep.
      • We waste time manually loading and manipulating the game to get to the area we are testing/working on.
      Sounds familiar.
      • We rarely use crash dumps correctly. When a rare crash is reported, we go back to our computers and waste time trying to reproduce it in the debugger.
      Happens all the time.

      Sounds just like where I work. Except I'm not in the gaming industry. These are problems that are prevalent throughout the entire software engineering world.
      --
      Despite what EULAs say, most software is sold, not licensed.
    2. Re:Bunch of fluff by JanusFury · · Score: 1

      Mod parent up. Completely on the mark.

      --
      using namespace slashdot;
      troll::post();
    3. Re:Bunch of fluff by Scrameustache · · Score: 1

      Sounds just like where I work. Except I'm not in the gaming industry. These are problems that are prevalent throughout the entire software engineering world.

      Waiting for the primer to dry before we can put on the first layer of paint, boss...
      What job doesn't have it's technical downtime?

      --

      You can't take the sky from me...

    4. Re:Bunch of fluff by Anonymous Coward · · Score: 0

      These are all problems that tools programmers are paid to fix.
      Most small companies buy in their tools and bodge them together with their in-house coded stuff resulting in stop-start workflow.
      Sounds like you need to go work for a real games company.

  16. Funny by Anonymous Coward · · Score: 0

    But you lose style points for not doing it with a regular expression.

  17. Simple, EA by SkoZombie · · Score: 2, Informative

    EA is creating a gaming monoculture. The 'risky' (read: innovative) games are killed off in case they offend, and it's all about churning out high yield, low quality products. EA doesn't care about extending a game's life, they just care about making a sequel.

    1. Re:Simple, EA by servognome · · Score: 1
      EA is creating a gaming monoculture. The 'risky' (read: innovative) games are killed off in case they offend, and it's all about churning out high yield, low quality products. EA doesn't care about extending a game's life, they just care about making a sequel.

      Innovative games are out there, they just don't have the widespread appeal of mainstream games, hence they are lost in the noise.
      Customers don't necessarily want innovation, they want fun, and EA makes games that are fun for the masses.
      There's plenty of room for indy developers to make games (I just picked up DEFCON for example) Just because unique games aren't available at retail stores doesn't mean they aren't being made.
      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  18. Where do I begin???? by Anonymous Coward · · Score: 0

    Content!
    A.K.A. SEX, Violence, and FUN. In no particular order of preference......

    Where is the RPG that has the following included, and not done with half-ass AI or graphics??

    - FPS: where is the multiple in-game sections, where you're now in an FPS ala Q3, UT, or HALO2?? And NO! There are no TEAMS, unless its in-game PAINTBALL!!!

    - Flight Sim: Where is the section of the game where you are now flying an F22-Raptor, Apache Helo. , WWI Bi-plane, P-51 Mustang, Millenium Falcon, SS-Enterprise, Light-cycle (?)

    - Obscure storyline: Where is the shady side off life going to implemented into the game? Oh, now I have to go buy death-sticks from greedo, not shooting first and killing him, but rip him off, and take them to the damn sand people?? Or, you have to meet Ilsa, the assassin nymphomaniac at the strip club, offer her a 'job', she promptly 'services you', when the cops bust in, and you have to pay them off, else you are taken to the alley and disposed of.

    When games become more obscure and strange with content with f'ed up little nuances that shouldn't be there, but nonetheless are there, and funny to boot, THAT is when games will garner more support. NOT because of the shiny overcoat, because of what you have to do to beat them.

    This of course brings me to the next point.

    AUDIENCE!!!!

    It is VERY unfortunate, probably tragic, that though some games are created FOR ADULTS, they are ultimately being persecuted because CHILDREN might play them. And this is the END-ALL killer of the Game Industry. I know the latest tragedy that is "BULLY" was avoided by a Judge with some common sense, but how many Judges are like that out there?? You can bet your ass Jack (I have to much damn time, won't you think of the children) Thompson isn't going to stop going after this Industry.

    Until the Game HARDWARE AND SOFTWARE Industry ponies up and says the following, "If you purchase this product, It is possible someone might make a game that YOU may not agree with. Be aware of what you are planning on playing, what your kid is planning on playing, and what there friends are planning on playing. Some of it might not be suitable for your, or their, VIRGIN EYES and EARS!!! If it pisses you off, don't buy it STFU, GBTW, and let those who want to play it, play it!!!!!"

    The Game Hardware/Software manufacturers are going to have to take a stand at some point, it is going to be a hard one!!!!!

  19. Trust No One At Home... Or The Office... To Work! by __aaclcg7560 · · Score: 1

    ... to do their jobs at home.

    This will never happen since there's no trust in the video game industry to allow this to happen. When I worked at Accolade/Infogrames/Atari for six years, it got to point where people weren't trusted to do their jobs at the office. As a lead tester, I spent so much time documenting that everyone working on my project was doing work for every minute, that I barely saw the games that I was supposed to be testing. Before I left, management was talking about replacing the cubes with half-height walls and having all the video screens positioned towards the cube entrance so the managers can see if everyone was working when they walk. If you got this going on in the office, don't expect to be working from home.

  20. like off-sourcing, but without foreigners by poot_rootbeer · · Score: 2, Interesting

    One amazing fact that has yet to permeate the strata of the industry is that most of their employees have the equipment that they need to do their jobs at home. One example is freelance audio engineers, who do most of their work off site and mail the files in. However, for code, design and art there are still large levels of resistance to the idea that you can effectively export work off site and maintain control.

    "Hey, we were able to cut costs by not hiring a salaried Audio Designer or building a decent sound studio onsite -- turns out there's a hundred suckers willing to pay for all the equipment themselves in exchange for no job security. I wonder if this system for taking advantage of creative professionals can be used against any of the other seats on the development team...?"

    1. Re:like off-sourcing, but without foreigners by __aaclcg7560 · · Score: 1

      ... turns out there's a hundred suckers willing to pay for all the equipment themselves in exchange for no job security.

      Not an uncommon situation in Silicon Valley. One company I know about was bullied by the I.T. department to provide equipment to the contract programmers since the virus outbreaks were started by the contractors plugging in their own computers into the network.

    2. Re:like off-sourcing, but without foreigners by Khuffie · · Score: 1

      Programmer contractors had viruses on their machines? And the company still trusted them to program their application? You'd think they'd know better...

  21. This has to be THE champion 'dup' topic EVER... by kclittle · · Score: 1

    Seriously, we seem to have a slashdot article about what's wrong with the gaming industry posted once every month...

    --
    Generally, bash is superior to python in those environments where python is not installed.
  22. How to fix the game industry by petrus4 · · Score: 1

    It'd be very simple. All you'd need to do would be to go to EA's head office, wherever that is, and shoot everyone in the building. ;-) Then lather, rinse, repeat for every other large "publishing" company (Vivendi, Activision, etc) in existence.

    These companies are the game industry's sole problem, IMHO...and for as long as they exist, things are going to stay broken. Think about it...every single megahit game that's ever been released (with the possible exception of The Sims) has been released entirely without these middlemen being involved. They don't contribute anything of worth themselves, and they try and get in the way of people who actually *are* creative.

    When things have worked, they've worked via a small company consisting purely of artists, who've developed and released a game primarily for creative reasons. Said artists have not had to worry about money at all...because when you create a game for the right reasons, it'd actually be more difficult to *avoid* being swamped by the massive tsunami of currency that will be forthcoming thereafter. ;-)

    1. Re:How to fix the game industry by dctoastman · · Score: 1

      Design is law? Where have I heard that before?

      John Romero.
      Daikatana.

  23. Re:You wanna know what's wrong wtih the industry?? by WilliamSChips · · Score: 1

    Not to mention Zelda: Generic Magic Object. But that's Nintendo so it doesn't count in the minds of Wii fanboys.
    (I actually don't mind sequels and remakes the way the Slashdot crowd seems to hate them. I liked the Matrix sequels more than the original. I just could never get into Zelda. Let Zelda Die.)

    --
    Please, for the good of Humanity, vote Obama.
  24. A lot of judges reasonable people by SuperKendall · · Score: 1

    I know the latest tragedy that is "BULLY" was avoided by a Judge with some common sense, but how many Judges are like that out there??

    Actually there are a lot of judges out there who are very reasonable and full of common sense. You mostly hear about the foolish ones but there are plenty more who put careful thought into the choices they make even if the subject matter may repel them.

    You make a great point though about all games being judged based on what a child might do with it. What I think will help that though is more game makers being willing to commit fully to adult games instead of skirting the line by also targeting adolecents - yet that is where all the money is.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  25. Work at home vs. at a facility. by CherniyVolk · · Score: 3, Insightful


    I work for a large defense contractor (think Raytheon, Boeing etc.). Most of what I do, I can practically do from anywhere be it the office, home or a coffee shop. Well, the coffee shop would be problematic, I do handle classified and controlled information so passerbys might not feel comfortable thinking any moment Secret Service will jump in and erase their memories.

    OK. So, aside from having to handle sensitive information or hardware. My more mundane activities can very well be handled at home or where ever I may connect to the internet.

    For some reason, this is the way most corporate work places operate. Joe walks in, plays like he's a well brainwashed representative of society and socializes with co-workers while smoking, drinking coffee etc. Then he walks over and turns on his computer, and checks his email where for another hour to three hours he's pretty much doing the same thing for distant co-workers or on-site co-workers also playing with their emails. Then, he does some actual work, maybe an hour, may four at most. We are at 6 hours now. Then he spends another two hours away from "production" interests, to handle things that will sadly have more an impact for upcoming review. He asserts his politics and opinions on the new name tags to be issued. He sends out a memo essentially complaining about the coffee maker being a mess everyday. He sends his opinions down to maintenance becuase he thinks the power outlets need to be verified or checked.

    This is a "busy" work day.

    An average day... he might do one hour of "production" work, and BS for the rest of the day. For managers that joke about this "horror" to themselves... Managers are even worse than the workers. Managers typically do nothing of their inherent model suggests, this isn't being said jokingly either. Mangers really do nothing, even when they think they are doing something.

    It's the feel that something is getting done. It's why we have meetings and all the sort. The last time a Meeting ever amounted to something, was when this one nobody held a meeting in the back of a German beer pub, later to wreck havoc across Europe. Ironically, even that meeting resulted in disastor and mayhem.

    Just like Meetings make us feel like something is getting done... the same feeling is derived with actually seeing other people gather. Really, reporting to work, for most people who use a Computer, is a huge big-picture meeting! We get up, endure the assanine daily routines of office politics and becuase of this, that's work.

    Personally, my best work comes within the first hour of waking up, and the wee hours of the night when I'm fully relaxed and able to focus becuase there is no distractions. I can listen to music, without fear of someone taking offense. I can chose to go sit outside and ponder something without fear of someone thinking I'm not doing anything. I can take as many breaks as I want, I can lounge in the comfort and safety of my own home. I enjoy the food at my own home. I enjoy the 50 dollar couch I have over the 150 dollar chair at work. I can wear something comfortable at home (Any man who says slacks, a tie, and a collared cotten shirt is "comfortable" is either very ignorant or out right lieing to your face. Even if it might be physically tolerable, it's still mentally uncomfortable to have to dress that way and worry about spilling coffee on it.). Sweats pants and a t-shirt, now you can't get more comfortable than that. I want to be at home anyways!

    And if there's any better real life example of how much more people are willing to work when at home, we only need to ponder the speed, effectiveness, quality of OSS software development over proprietary counterparts 'minus exceptions of proprietary protocols etc.'). At home, I'm much more willing to work much more, becuase a great deal of it won't even be considered "work".

    But, try to tell your boss that! That's the tricky part. He'd rather pay you for less product, just to see you once a day abide by ru

    1. Re:Work at home vs. at a facility. by TubeSteak · · Score: 1
      I can wear something comfortable at home (Any man who says slacks, a tie, and a collared cotten shirt is "comfortable" is either very ignorant or out right lieing to your face. Even if it might be physically tolerable, it's still mentally uncomfortable to have to dress that way and worry about spilling coffee on it.).
      Slacks, a tie, and a collared cotten shirt are comfortable.

      And I'm not lying.

      Maybe you should try a looser cut for your pants & a wider collar on your shirts (less starch if that's a problem). If coffee on your tie is a problem, unbutton your shirt 3 or 5 buttons down, stick your tie into the resulting hole and rebutton the gap. Oh, and Scotchgard everything.

      Your problem is more along the lines of "conformity bothers me & I hate my boss" than "ties are uncomfortable". Your post pretty much spells that stuff out.

      Sorry, just calling it like I see it.
      --
      [Fuck Beta]
      o0t!
    2. Re:Work at home vs. at a facility. by CherniyVolk · · Score: 1
      Slacks, a tie, and a collared cotten shirt are comfortable.

      And I'm not lying.

      Maybe you should try a looser cut for your pants & a wider collar on your shirts (less starch if that's a problem). If coffee on your tie is a problem, unbutton your shirt 3 or 5 buttons down, stick your tie into the resulting hole and rebutton the gap. Oh, and Scotchgard everything.

      Your problem is more along the lines of "conformity bothers me & I hate my boss" than "ties are uncomfortable". Your post pretty much spells that stuff out.

      Sorry, just calling it like I see it.


      No need to apologize. There is some resentment. Yeah, forcing me to conform to an image bothers me. Image... for the most part, an image is nothing more than an illusion and the only garunteed lie. If I happen to dress like you, so be it. But I do resent being told to dress a particular way, for no other reason than to "fit the image". I'm ex-Military, told to wear camoflauge has some rationality to it as far as I'm concerned. But not slacks and a tie for the sake of everyone else forced to wear the same thing to perceive you as a "professional". Along with this goes the subconscience distractions and distaste that taps into the motivation responsible for voluntary overtime that so many bosses long for.

      Do I hate my boss? No. I have a good boss, all of them. But I realize their hands are tied as well, they are forced to conform too. I do hate the system which compells or governs these trends. Particularly, whoever decided that being bland, dull and boring was a sure characteristic of "professionalism". Nevermind all the childish bantering in corporate so-called meetings... I'm actually appaulled that most would have to consider me a "professional". Only ignorance of what "professionalism" entails drives the illusion of prestige and mystery.

      Sometimes, I wish that I could get paid enough as a ditch digger. Becuase I surely would, and return home and give the IT industry a 1000% more than it ever could have gotten as a paid developer. But, maybe I'm burned out with the office politics. Maybe I'm just not cut out for life in big-business. Of all the possibilities or causes for my precedents, the results that I see are undenyable.
    3. Re:Work at home vs. at a facility. by Julian352 · · Score: 1

      The effectiveness of the OSS development has very little to do with the fact that the work is done at home or at some office. The real difference is the interest/passion in the specific task. A task that someone is very interested in and feels empowered with motivates much better than any external motivation. (At least cheaper and less damaging, though a gun to the head or "must ship or be fired" probably do a decent job in short term.)

      One good example recently was when a co-worker felt that he came up with a really cool tool idea. Even though it was work related, he spent his nights and weekends for a couple weeks to get it done. Once the tool was protyped and became a work-project, the motivation for long nights disappeared, though some of the personal responsibility remained. So the work done on the tool was still good, but not as motivated when it was a personal tool.

      The same can be seen with many OSS projects where the main people start out from a passion and then continue for a while feeling it is their duty/interest and then completely forget about the project whenever something else happens.

    4. Re:Work at home vs. at a facility. by Anonymous Coward · · Score: 0

      Ties are comforable? How so? it's a useless noose of fabric around your neck. it's not a scarf, it won't keep you warm. Some people (males) don't like crap hanging off us, that also includes necklaces and find decrative apparal a stupid (and uncomfortable) waste of time.

      Show me a man who thinks tie,shirt & slacks comfortable and I'll show you someoen who doesn't own a good fitting pair of broken in jeans. My old thread-bare t-shirt (and fleece pull over) may not look like a million bucks, but they'll kick that crap out of any clothing for comfort.

    5. Re:Work at home vs. at a facility. by Anonymous Coward · · Score: 0

      A t-shirt is more comfortable than a buttoned shirt. You americans even fought a war so that you didn't have to wear uptight 18th century British clothing with brass buttons etc., and wrote that into your constitution, so that "every man has the right to bare arms".

  26. Underlying Concept by Avatar8 · · Score: 1
    What I read into the article is that corporate business (executives, support staff, milestones, promises, etc.) has no place in the game industry. THAT'S what's wrong is that numerous small companies that produced quality products were consumed or closed by big inudstry monsters (read EA).

    Throughout the entire article, I kept seeing two names being implied even though only one was explicitly mentioned: negative, game industry = EA; positive, game production company = Blizzard. (You can extrapolate that Blizzard's parent company, Vivendi, is a much better industry master than EA because they stay out of Blizzard's business and let them produce.)

    EA executive response to this article: "Those bastards! How dare they slander us. Let's see if we can sue them so we can fund Madden Football 47."

    Blizzard (or Vivendi) executive response: "Cool. Folks, let's make sure we're still not doing any of that archaic, corporate crap."

  27. Ugh another "what's wrong with x" by kinglink · · Score: 4, Insightful

    Excuse me Stephen Ford, can I get some credentials? Do you work at EA? do you work at my company? Have you worked at a real company? How many? How many dev cycles? Finding your name on a Flash development site makes me wonder a bit. Or are you Steven Ford who talks about online gambling as an Analyst for Collins Stewart

    I'm sorry I'm sick of listening to Gamesutra guys because most of them either don't know anything, or just have skewed ideas with only their personal experiences to go on, and usually those experiences suck or are non applicable to normal companies.

    My company keeps a game project going at a time as well as one in flux. Most people find the office easier to work at than home, and it helps communication greatly, it keeps people focused, and while it costs 5K, that money is made up in wasted time. 5K per person isn't bad when you have a multi million dollar team.

    Why not maintain a code-base, guess what? You don't sell them to make a profit. A good engine can work for every game you make not just the first one. Company at which I works uses the same engine and tweaks it every game, that works wonders especially when you consider we work on similar systems every time. It's true our first 360 game needed a lot of time (4 years dev cycle not fun) but we're running two products based on that engine now, we consolidate the similar stuff, and branch the non similar stuff. Money saved? 3 engines for the price of 1, you figure it out. And if something is bad in project 2 and great in project 3 we can bring the great system over to project 2. If it's something similar.

    My company works, if yours doesn't that's fine but why tell us what's wrong with the "game industry" when there's not much wrong with the industry. The particular companies are the ones who have problems. His complaints sounds like a whiny guy who wants to program what he's working on, not constantly get bothered, and not get different scope changes. His only good advise is to blame management, but maybe his company sucks. Mine doesn't. If you don't like the company, change companies. If you don't like the industry, change industries. Just because this doesn't jib with you, doesn't mean it's a problem with everyone or everywhere.

    1. Re:Ugh another "what's wrong with x" by poot_rootbeer · · Score: 1

      A good engine can work for every game you make not just the first one. Company at which I works uses the same engine and tweaks it every game, that works wonders especially when you consider we work on similar systems every time.

      And the result of re-using that engine is that every game you guys put out feels pretty much the same. This can be a good thing; familiarity equals comfort, after all. Or, it can be a bad thing; there's no sense of progress, of growth, of innovation.

      Let's not pretend this is a recent development in the game industry, either. I mean, Capcom used mostly the same code for six consecutive NES Mega Man games, from 1987 to 1993.

    2. Re:Ugh another "what's wrong with x" by kinglink · · Score: 1

      Depends on how much you'll tailor the game to your project as well as how the engine is written. The company I'm working at has been in a space sim, RPG, Action, and FPS genres with a core engine. Obviously a good amount needs rewriting each time but the graphics and everything can be about the same.

      The best way to go about it is to have a robust engine but not be afraid to change it to your evolving standards. If you keep everything the same, yes you get the Street fighter/Mega man syndrome.

      The time you should be working on the engine should be as low as you can make it, but updating the engine is never a bad thing, especially if you're going to use it for something else. A good rule is "is this really useful for another game" and take it from there. Of course allow interfaces for other technology (havok, graphics engine, console SDKs allows it all to work easier.

    3. Re:Ugh another "what's wrong with x" by Anonymous Coward · · Score: 0
      Well according to mobygames

      "A search for 'stephen ford' came up empty."

      I mean, sheesh, even the hairdresser of the next-door neighbour of a QA temp is mentioned in the credits somewhere on that site under publisher special thanks (probably)...

      Although my employer has an "anti-poaching" attitude to credits, dagnabbit!

  28. And here's my obligatory lefty comment by Rodong · · Score: 2, Interesting

    In the beginning, there was fewer game devs, the skills was not as common, nowadays there's schools that teach just what you need to code games. Thus, employers have a larger assortment to choose from and thus can place higher demands on the employee. As the company wants to increase it's profits it works to improve the profit margin by increasing productivity, and the typical company hive mind and the company execs usually does just this by introducing elements of taylorism or fordism and thus the industrial mode of production has entered the workplace and the positive workplace atmosphere dissapears and in the long run the innovation and creativity. I do so understand why it's hard to produce cool and entertaining games in a white collar industrial factory.

  29. Please accept this Dutch Oven for peace. by Anonymous Coward · · Score: 0

    Hard for me to take anything this one says seriously. Every time I see his username I think that somebody has just given him a Dirty Sanchez. People who speak other non-English languages might understand.

    -AC

    1. Re:Please accept this Dutch Oven for peace. by Scrameustache · · Score: 1

      Hard for me to take anything this one says seriously.

      Oh noes! Anonymous Coward don't take me seriously! Woe is me!

      --

      You can't take the sky from me...

  30. Offtopic. by PhakeDC · · Score: 1

    Hello, you lose one internet for the day. Cheers (:

  31. I worry about those boys.. by PopeRatzo · · Score: 4, Informative

    I know a few game coders and I'm honestly concerned for their well-being if they don't have to get up in the morning, take a shower, eat something and go into the office where they are forced to interact with other humans.

    I have seen firsthand the results of 36-hour codings sessions and the psychological and physiological damage done by the outrageous demands of the software industry on young programmers.

    Just because management puts up a nerf basketball hoop and stocks the fridge with Vault, they're expected to be seen as "cool" by their underlings who are then expected to push themselves beyond human limits.

    Please don't mod this as "funny" because I'm dead serious. People are getting hurt out there.

    --
    You are welcome on my lawn.
    1. Re:I worry about those boys.. by Opportunist · · Score: 1

      I agree, that nerf-darts in the eyes are getting annoying.

      So. Where's my jolt? Where's my coffee? How do you expect me to keep coding for 36 hours without either!

      Aside of the usual stereotypical comments, you're absolutely right. Even though you can have a management that does know the meaning of 24 hour shifts itself. If they do, they can quite well sympathize and don't needlessly ask (let's be nice and pretend it's asking) you to spend your weekend in house.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:I worry about those boys.. by DuckDodgers · · Score: 2, Interesting

      Maybe I just suck as a software engineer, but really the quality of code I write starts to take a serious dive after my first six or seven hours of work.

      On the rare occasions I've pulled a 10 or 12 hour day, I usually got something that didn't crash at the drop of a hat out the door. Then when I needed to extend that code later, it almost always needed to be heavily revised or outright scrapped and redone.

      I can't imagine frequent long shifts writing code. There'd be so much junk in the mix it would be a nightmare.

  32. Found it... by SuperKendall · · Score: 1

    Hello, you lose one internet for the day. Cheers (:

    Never mind, it was under the couch cushion.

    ?!?!?

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  33. Bah! by Anonymous Coward · · Score: 0

    I'm sick of all these articles floating around the net which question the state of the video game industry.

    Is gaming dying? Hell no! The games industry is perfectly healthy, and still rapidly increasing in popularity within mainstream culture.

    Yes, it takes millions of dollars and several years of full-time work to produce a game of today's standards. The same could be said for movies, which people don't seem to have a problem with. Yes, it's difficult for small-time developers to start making money if they aren't backed by a publisher with the resources and capacity to drown the entire market in blimp-loads of advertising. But again, the same could be said for the film industry.

    True, there are as many sequels these days as there are original titles, and this is because developers realize that their market potential is greater if they simply make an updated version of a previous hit. All the fans of the original will buy the game, so you have that concrete foundation already in place. All the critics of the original game will probably pay attention to it just to see if it has improved at all. In short, the game will automatically generate enough interest to ensure a healthy number of off-the-bat sales.

    Creativity isn't being stifled solely because large projects are too high-risk. I don't know how most of the people making this claim define "creativity", but personally, I don't WANT to see people inventing crazy new genres that have their own steep leaning curve. I like existing gameplay formulas, because I can jump in and immediately start playing. Half-Life isn't a "Quake clone." It's just a game with a similar control mechanism, and that's as far as the similarities go. Give me another 2 billion first-person shooters with the same playing style, and I'll be happy so long as they keep providing me with new stories to get involved with, characters to learn, puzzles to solve, and so on. Genres don't get "stagnant."

    The industry has never been better, and it's only improving with time. Please stop making ridiculous claims about how the entire hobby is circling the drain just because highschool buddies Joe and Tod probably won't make a trillion dollars with a copy of Visual Studio and a single good idea.

  34. Re:Trust No One At Home... Or The Office... To Wor by atomicstrawberry · · Score: 1

    And Atari is in a bad financial situation at the moment, having failed to produce a big hit game in quite a while, and generally have been churning out crap.

    Maybe TFA was actually on to something, after all?

  35. One problem I think, is... by Wizard052 · · Score: 1

    Why is that every other game that comes up seems to be based on super-computerish resources? Graphics and special effects seem to be the order of the day and where the main focus of the games industry is...yes, they're nice,may earn more $$$ but I think this kind of competition it's on the whole degrading the games industry. Whatever happened to nice, simple, clean, crazy 2D fun?? The Games Industry is beginning to resemble Hollywood more and more, in terms of products that require teams of people, millions of bucks, a dose of creativity and an injection of ethics & morality.

    -----------------

    If it's not about the money, well, it IS about the money.

    1. Re:One problem I think, is... by pixel_arteez · · Score: 1

      I just hope the technology craze doesn't overtake the phone and PDA game market. 2D and pixel art graphics work just fine. If it ain't broke, don't fix it....

  36. What's wrong with games.slashdot by Anonymous Coward · · Score: 0

    See parent and gp posts. Couldnt really be any more clear than that.

  37. ST: Legacy by Anonymous Coward · · Score: 0

    What's wrong with Legacy? It's being written by DC Fontana. She's written a lot of Trek before so I'd think she'd be pretty up to speed with the universe.

    From Gamespot:

    Fontana has deep roots in the Trek universe, having provided stories for the original TV series, Star Trek: The Next Generation, Star Trek: The Animated Adventures, Star Trek: Deep Space Nine, and even the unofficial fan-made spin-off Star Trek: New Voyages. The rest of her career is dotted with work for other sci-fi TV series, including The Six Million Dollar Man, Logan's Run, Buck Rogers in the 25th Century, Babylon 5, and Earth: Final Conflict.

    --

    Logan's Run! Logan's Run!

    Bill McNeal: What is your favorite movie?

    Dave: Logan's Run.

    Bill: Good flick. . .good flick. I think that was some of Farah Fawcett's [sp?] best work.

    Anyway, she seems to have some good pedigree for the game.

  38. Working from home? What about training? by Anonymous Coward · · Score: 0

    You can't expect people fresh out of school to be able to just jump into a "work from home" routine . There's alot to be learned from working with others. From being right there and being able to point at A, B and C and learn.

    It takes alot of disciline to work from home. Also takes motivation. You CANNOT have salaried people work from home. There has to be a "risk". (ie: payment only on delivery, contracts for every deliverable) etc. It basically means a whole 'nother level of paperwork n crap to manage.

    (coincidence: Kapcha word is "oversees")

  39. Bizarre statement by LKM · · Score: 1
    Personally, I find the idea of belonging to a union much more distasteful than working for an employee that doesn't recognize my individual merits

    That is one of the most bizarre statements I've read in a long time. A union is nothing more than a bunch of workers getting together and asking for something as a group instead of as individuals. There is absolutely nothing wrong with that. It's nothing like extortion.

    Clearly, there are unions which do stupid crap, but finding "the idea of belonging to a union distasteful" is just a very weird sentiment.