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?"
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?"
'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.
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".
Why don't these programmers just QUIT? I can't imagine that those guys would have a problem getting essentially ANY programming job they wanted. "Member of Grand Theft Auto programming team" looks pretty good on a resume.
They should quit and get into creating applications instead of games. Yeah, it's not nearly as sexy, but the pressure is MUCH lower. And the pay is probably better, too.
> When will the management at game studios address this troubling issue properly?
The day that programmers stop being yes-men and saying to their managers they can do it. I've been with EA 5 years. I know the drill. Once your team wises up and only signs up for what it can deliver, the crunch goes away.
Step 1: Be upfront and straightforward. Don't promise what you can't deliver.
Step 2: Dont' work more than 40 hours. Just leave after that.
Step 3: Profit.
There's a reason EA and Rockstar take young 20 year olds just out of school, and expect them to be gone by 30. Kids buy into the myth of 'work hard, play hard', don't know what quality of life is, and haven't yet had a shitty work experience to stand up for themselves.
Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
A friend of mine was, at 29, a 10 year veteran of EA and in team management position. He left when his boss met him coming in one morning and said "Hey! Look, we redid your office! Isn't it awesome? Look, the couch folds out into a bed!" He said this sort of thing was well understood at EA to mean that he wasn't spending enough time in the office, and quit.
Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
Only one of those over stressed people would need to report that to the DOJ. The laws on over time pay are laid out pretty clear, and this if true is not at all legal.
The employee that reports it is guaranteed to get 300% of the income they legally are entitled to, as will all the others that come out in the DOJ investigation who wish to join.
Then there will be tons of fines towards the company measuring in the tens of millions of dollars.
I always love to see the excuses why particular members of management are allowed to remain on the payroll after costing the company tens of millions of dollars in illegal activities.
Unless the employees do not wish to start legal action. Which means there is no problem at all.
Why don't these programmers just QUIT?
They're so overworked THEY DON'T HAVE TIME!!! Most are working on their letters of resignation, but they only have enough break period type one letter, and most weeks that's taken up by going to the bathroom or eating.
Most of the larger companies are trying to get away from this practice, though not always with much success. I do know that even within a single company, things can vary greatly from one team to the next, so I wonder if this is due to the management at a particular studio, or if it is a problem that affects all of Rockstar. The article mentions 'despite over $1 billion in Grand Theft Auto revenue', which is deeply misleading. That was made at Rockstar North, in Scotland. There is no reason to assume that just because one studio is printing its own money that the revenues will be distributed evenly across all partner studios.
I have worked for two of the largest companies in this industry, Ubisoft and EA. At those companies, I can tell you that as far as the CEO / corporate level management are concerned, they just want to see a game get done on time and on budget, and for it to hit the sales estimates. This is because those things will have a direct affect on the quarterly and annual statements. For a game to be a hit depends on many factors that cannot be directly influenced; ie: the design, gameplay, story (if applicable), the license and the marketing campaign all have to hit the right notes to result in a hit. Most pressure that a typical developer sees, especially if there are not any direct design responsibilities, is to get stuff done On Time and On / Under budget. The incentive used is a bonus. And this is where good intentions start to break down.
The producers on a project are typically given a bonus that depends mostly on the game being done on time and on budget. They are given a budget, and after that, the rest of the company does not look at anything beyond various demo's done for the editorial boards. The CEO types would like for the employees to be happy (no one wants bad press), but they leave that up to the studio HR and project leads / producers. What most people do not realize is that even within the same company, the work experience can vary greatly from one team to the next. One team might be using wise development practices, be carefully deciding which employees work on the title, and doing what they can to keep the scope of the game manageable given their time constraints. Other teams might simply pour on the crunch hours and death march the employees to meet the goal. But if the game is done on time and on budget, the producers always get their bonus.
What I see as being a big part of the problem is that there is no incentive at any point for those who run the projects to keep their employees happy. At a company like Ubisoft, you can finish your project, and have 70% of the staff quit, burn out, or just refuse to work on the sequel. But if you got it done on time and on budget, you get the same bonus.
Getting back to the article at hand, it is entirely possible that the people running Rockstar North have great development practices and have happy employees, but for the Rockstar San Diego studio to be helmed by Captain Bligh.
END COMMUNICATION
I only need a good 5 minutes with the wife.
The problem really isn't R* or EA (not that they're faultless here), it's the employees. If you LOVE games so much that you're willing to sell you soul to a studio, then who's fault is it? It's like the battered wife that LOVE the man so much that she'll keep going back no matter how badly he beats her. Is the man faultless? Absolutely NOT! But it isn't he who continues to go back for more abuse.
Hey Devs, wake up! Stop putting up with the abuse! No need for a union, just stop taking it.
Oh yeah, and if it's true that studios hire 20-somethings and expect them gone by 30, let me tell you something... your 20-something. You have you're whole life in front of you. Quit. Move. Stand up and say, "NO!" Whatever you want, you're 20-something. The night is still young!! Once you get to be 40-something, you'll understand what I'm saying here.
For some reason engineers and software developers got the idea years ago that they were "professionals" and thus should have pride in finishing no matter the cost.
Of course, the jobs that are really considered "professional" by most people (lawyers, doctors, etc) don't operate this way.
My mom is in a teacher's union in Ohio. She freely admits that the union keeps incompetent people from being let go in favor of those who are better teachers. They also remove your ability to bargain for your own wages - they bargain for you, and sometimes that means you get something better, and sometimes it means they ignore what areas of compensation you care about in favor of others (see increasing pensions to the point where the state will go bankrupt if they ever have to pay them, instead of money you are sure you'll actually get). They will fight for you if management tries to get rid of you... of course, they'll also fight for people who have no business being teachers, increasing the antagonism between you and administration. She firmly believes that no useful reform is going to come to the education system until you make a system that sidesteps the union and existing organizational structure. She also doesn't really want this to happen, because it will likely cost her a large portion of the benefits she has in her contract in lieu of decent pay.
There are a lot of people who, given the option, would take higher pay over a higher pension. However, if you've been working twenty years for that pension, it's not like you're going to be in favor of changing the system now. Unions pretty much remove your ability to have a choice there if you're going into a union-dominated field - you don't really have an option as a public school teacher - either you're in the union, or you pay the union dues anyway and don't get a say in what they negotiate for your salary.
Game developers get away with bad business practice because probably 3/4 of people going into computer science started out wanting to make video games. They are one of the few areas in CS where people just love the work they're doing enough to put up with poor management and horrible hours. Even if people try to unionize, there are so many scabs ready and willing to do the work instead, that I doubt there would be much success to it.