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Rockstar Employees Badly Overworked, Say Wives

juicegg writes "Wives of Rockstar Games employees in San Diego recently published an open letter on their Gamasutra blog. The authors say that Rockstar employees are seriously strained by unending crunch periods of 12-hour work days and 6-day weeks. High levels of stress are leading to serious psychological and physical problems for some of the employees. They charge that studio management uses arbitrary, deceptive and manipulative practices to get employees to work more unpaid overtime hours at greater intensity — despite over $1 billion in Grand Theft Auto revenue. Among the blog comments, some current and past Rockstar employees are confirming problems with the studio. 'Ex Rocker' writes: 'What makes R* crunch periods different then any other studio is that they tell you the game has to be finished in 6 months, so let's start our final push to get this awesome game out there! 6 months turns into 1 year, 1 year turns into 2.' Other comments reveal worker hopelessness and general mismanagement at the San Diego studio. This turmoil is affecting development on upcoming games as well." Read on for responses from Rockstar itself and other members of the industry. An anonymous reader adds, "Everyone is talking about the fact Rockstar Games has addressed the accusations that it has forced developers at Rockstar San Diego into unpaid overtime to finish imminent titles. But I've noticed that a former GTA3/Manhunt designer (Chris Kruger) has a comment in this piece published Thursday about crunch in studios, suggesting the problem goes beyond Rockstar San Diego and is company-wide.

He says in Develop's Jury-style debate that the damage caused by excessive overtime can upend the out-of-work relationships developers have: 'Crunch is totally damaging, but much more so to the individuals involved. An almost failed marriage in my case. To the company the cost of crunch is very hard to define but any benefit at all is easy to measure. That's why it's such an easy decision to make for most companies. Unless there is a push back and the cost is made clear, it won't change. In my view self regulation doesn't work, and the only real solution is external regulation or utter agreement from the vast majority of staff on how to approach the matter.'

There's no easy way around the topic, but crunch is clearly damaging. When will the management at game studios address this troubling issue properly?"

4 of 633 comments (clear)

  1. This is ridiculous. by Anonymous Coward · · Score: 5, Informative

    'What makes R* crunch periods different then any other studio is that they tell you the game has to be finished in 6 months, so let's start our final push to get this awesome game out there! 6 months turns into 1 year, 1 year turns into 2.' Other comments reveal worker hopelessness and general mismanagement at the San Diego studio. This turmoil is affecting development on upcoming games as well."

    He could be describing Electronic Arts. Look, the game industry has been run this way for the better part of thirty years. I worked as a coder for a couple of game companies back in the mid-eighties ... and I left for the reasons described in the summary. Never looked back. As much as I enjoyed that line of work, management practices were abusive even then. The irony is that there's no real reason for it other than poor management. We know how to manage software projects well, we know that pushing programmers too hard does not result in any real savings. The problem is managers that use simple metrics like lines of code written per day to determine a developer's value. That's how you treat piece workers in a factory ... and guess what, piece work is generally illegal. There's a reason for that.

    Jam up your development staff the way these outfits do, and you get poor quality code. It is inevitable, Mr. Anderson. The usual chain of events involves increased QA costs, continual rework, missed deadlines and lost customers. Yet they persist in this obviously defective approach, which to me indicates that upper management is hiring sadists to run their development teams.

  2. How to get management to listen by Anonymous Coward · · Score: 5, Informative

    When will the management at game studios address this troubling issue properly?

    They'll address it when people stop standing for it. If their developers quit, and they can't find replacements, then things will change.

    Unfortunately, my experience in the industry has taught me that most developers are willing to put up with enormous amounts of crap so as "not to rock the boat".

    1. Re:How to get management to listen by 91degrees · · Score: 5, Informative

      They don't even need to quit! Just refuse to work the overtime!

      Most places require some reason to fire people. Not working overtime for free isn't a valid reason. Nor will most managers be willing to have to go to the effort of finding a replacement and dealing with ramp up time.

    2. Re:How to get management to listen by phantomfive · · Score: 5, Informative

      No way man, not this developer. Unions just give you someone else who is 'in charge' of you. Not only do you have to pay union dues, half the time those union dues are spent on political purposes you don't agree with and have no say over.

      Unions are about power-struggles. Unions are great in industries where workers have no way to answer the power of the boss. It gives them a chance to end on equal footing. In the programming industry, I DO have a way to answer the power of the boss: I find another job. And it works way better for me than a union ever would.

      Now, you may not like that solution and would prefer a union; that's fine. But some of us have our own reasons to not want a union, and just because we disagree with you doesn't mean we are brainwashed | chickenshit | dysfunctional.

      --
      Qxe4