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Frustration and Unhappiness In the Games Industry

Gamasutra's Leigh Alexander recently wrote an editorial about the atmosphere of irritation and dissatisfaction that pervades all aspects of the video game industry. Developers are often overworked and unfulfilled, gamers have no qualms about voicing their disapproval (sometimes quite warranted, sometimes not), and the media, in trying to please both groups, often fails to satisfy either. Why is there so much strife in an industry ostensibly focused on having fun? From the article: "More and more developer sources I talked to suggested that fatigue, hostility, being at odds with one's employer and questioning one's career course is frighteningly common in the game industry. That being the case, it seems natural that elements like emotional detachment, anxiety and a lack of fulfillment make their way, even subtly, into the products the industry creates and into the ecosystem around the industry and its audience. 'Because of the secrecy and competition, a lot of development teams end up having a siege mentality — batten down the hatches and refuse to come up for air until the game's done,' says [an] anonymous developer. 'Game development has a way of taking over your life, because there's always more that can be done to improve perceived quality. I've seen a lot of divorces in my time in the game industry. I feel like it's much greater than average, but I have no statistical evidence.'"

422 comments

  1. Welcome to the Real World by waambulance · · Score: 2, Insightful

    work is work. work sucks. nobody promised you work would be fulfilling. get over it.

    1. Re:Welcome to the Real World by couchslug · · Score: 3, Insightful

      That's actually the truth, of which we will be gently reminded by the current economy. Work usually sucked throughout human history. Non-suckful working conditions are not the norm.

      The way labor gets to vote is to leave for greener pastures.

      --
      "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
    2. Re:Welcome to the Real World by iluvcapra · · Score: 5, Insightful

      I think it says a lot about how much people have internalized the "management"/corporatist/Randroid line when someone argues with a straight face that living with constant anxiety about your employment and having working hours that afford you no personal life are simply "the norm."

      --
      Don't blame me, I voted for Baltar.
    3. Re:Welcome to the Real World by Pinky's+Brain · · Score: 3, Insightful

      There is a difference between how things should be and how they are.

      For the foreseeable future there will be no full employment, so employers will start degrading working conditions ... it shouldn't be normal, but it is still the norm.

    4. Re:Welcome to the Real World by iluvcapra · · Score: 2, Insightful

      GP was using "norm" in the sense of normative, you are using "norm" in the sense of prevailing local conditions.

      --
      Don't blame me, I voted for Baltar.
    5. Re:Welcome to the Real World by Skreems · · Score: 1

      Only for unskilled labor. For skilled labor, there's no reason to settle for that BS.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
    6. Re:Welcome to the Real World by jimmydevice · · Score: 1

      You must work for your dad.

    7. Re:Welcome to the Real World by Klinky · · Score: 1

      I would say that those who are producing video games need to be quite skilled to do their job. With the economy in the crapper, employers are going to be pushing the envelope in what they can get away with. Even high-end jobs that need highly skilled people can pull that BS & there aren't always jobs your sector hiring, so jumping ship is usually not an option.

    8. Re:Welcome to the Real World by nhaehnle · · Score: 5, Insightful

      It's called standing up for your rights.

      Seriously, unless you work for a megacorporation where the management is totally detached from the actual workforce, you are working under a boss who, in many cases, is human, too. Talk to him or her about how a better working environment has many (unfortunately hard to quantify) positive side effects for the company as a whole. Particularly people frequenting Slashdot should work in jobs where that case isn't hard to make, i.e. knowledge related jobs.

      Heck, even assembly line factories profit from having happy workers that, due to being content with their work, self-identify with the work being done and come up with ideas to improve the workflow. Of course, the case is somewhat weaker than in e.g. software development, but it's still true.

      That's why workers mustn't be afraid to organize. Companies where workers have some say actually do better on average than companies that are being driven by the McKinseys of the world - because despite all their fancy titles, the latter don't actually know what they're doing (on average, obviously).

    9. Re:Welcome to the Real World by SalaSSin · · Score: 1

      You got to be kidding, right?

      Atm going to talk with your boss about this, is the same as waving a red flag at an enraged bull...

      Most of the time (ALAS!) the smart pants with the new ideas is the first to one to get the door slammed against his ass.
      I wish it were different, but it isn't.

      --
      Any sufficiently advanced incompetence is indistinguishable from malice - Grey's Law
    10. Re:Welcome to the Real World by 91degrees · · Score: 5, Informative

      I've worked in microchip development, flight simulators, commercial display systems, and games.

      Games sucks much more than any of the others. This is why I don't work in that industry any more.

    11. Re:Welcome to the Real World by Skreems · · Score: 1, Insightful

      Employed at a Fortune 100 entirely on my own merits, actually. But nice try.

      I also do technical interviews, and I know for a fact that skilled programmers are in high demand, and that there is absolutely no reason they should settle for the kind of stuff the parents are describing. If you're good at a technical discipline, you can always find work that doesn't suck.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
    12. Re:Welcome to the Real World by couchslug · · Score: 4, Insightful

      Work sucked long before there were corporations and long before Ayn Rand was born. Work is suffering in return for money.

      That is NOT to say that if you can compel better conditions through individual or collective bargaining you should not do so. Labor and management are enemies, so get what you can any way you can.

      --
      "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
    13. Re:Welcome to the Real World by Skreems · · Score: 2, Insightful

      Because of the "I want to work in games" factor, sure. If you just want to be a programmer, there's plenty of opportunity that doesn't involve sacrificing your personal time or putting up with insane people in the workplace.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
    14. Re:Welcome to the Real World by MokuMokuRyoushi · · Score: 0

      you are working under a boss who, in many cases, is human, too

      My boss is a robot, you insensitive clod!

      --
      Humans are terrible replicators of Godly things.
    15. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      [the] ... hierarchical control of wage labour has the effect of alienating workers from their own work, and so from themselves. Workers no longer govern themselves during work hours and so are no longer free. And so, due to capitalism, there is "an oppression in the land," a "form of slavery" rooted in current "property institutions" which produces "a social war, inevitable so long as present legal-social conditions endure." [Voltairine de Cleyre, Op. Cit., pp. 54-5] The Anarchist FAQ

    16. Re:Welcome to the Real World by suomynonAyletamitlU · · Score: 1

      There is a difference between how things should be and how they are.

      There is. There is also some measure of effort that must be put into all non-trivial improvements from "how they are" to "how they should be." And, as should be expected, putting forth that effort costs companies, and therefore they try to minimize it.

      How much they minimize it--what perks they expect their employees to get compared to their workload, and to what degree the employees have a say about which bonuses and improvements are important to them--is an issue of how good your manager and/or business owner is. An excellent manager will make sure all the employees' needs are fulfilled, and only cut back on excesses in what the employees want. A bad manager will not make that distinction and force employees to choose between trying to find another job in this market, and putting up with not getting everything they need.

    17. Re:Welcome to the Real World by sjames · · Score: 1

      Death sucks too, shall we all kill ourselves now?

      It doesn't HAVE to suck, and certainly need not suck that hard. Unless or until we adopt a principle of minimal suckage as a culture, we are little different than the monks who used to flagellate themselves believing it somehow made them more godly.

      Actually, for much of human history, work didn't suck as much as it does now and certainly not as much as in the gaming industry. At one time, layoffs used to be seen as a black mark on a company, so they were avoided at all costs. That made life better for the people who worked there. It wasn't that long ago that a single income was expected to be enough to support a family and a job was expected to last until retirement (with a pension). Those jobs were expected to be about 40 hours a week.

    18. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      its a descriptive, not normative.

    19. Re:Welcome to the Real World by Anonymous Coward · · Score: 1, Insightful

      I think it says a lot about how much people have internalized the "management"/corporatist/Randroid line when someone argues with a straight face that living with constant anxiety about your employment and having working hours that afford you no personal life are simply "the norm."

      When, in human history has that not been the case? A subsistence farmer worked pretty long hours, and had constant anxiety about starving to death.

    20. Re:Welcome to the Real World by bertoelcon · · Score: 1

      The way labor gets to vote is to leave for greener pastures.

      Yet the grass is always greener on the other side.

      --
      Anything can be found funny, from a certain point of view.
    21. Re:Welcome to the Real World by Kirgin · · Score: 5, Informative

      Well to show people how green the pastures are on the other side. I spent some time with my brother in Sweden, he moved over there during a student exchange program. He liked it so much he stayed. Why does he like it so much? Well he works for Sony Ericsson as a programmer/engineer and to say they have a different work philosophy is an understatement. To list some of the perks: On day 1, out of university, he gets 6 weeks vacation, with the ability to bank another 2. He has 8+2 weeks now. Overtime, period....law...no such thing as "Salary employee". You are payed extra to carry a blackberry By law a person has to be no farther that 10 meters from a natural light source...even in a skyrise. They have a whole classes in architecture schools on this. Free medicare Free gym Free bereavement time no questions asked 6 months PATERNITY leave free daycare services Managers and executives that fail employee review are often pushed into no managerial roles. Sony-Ericsson is considered a slave driving company in Sweden. Google may have won "Best Employer" in the US, but they would be considered McDonald's level in Scandinavia and a lot of the western european countries.

    22. Re:Welcome to the Real World by royallthefourth · · Score: 5, Funny

      Well yes that sounds nice but doesn't he miss the free market???

    23. Re:Welcome to the Real World by Anonymous Coward · · Score: 1, Insightful

      Bravo! Americans have accepted the lowest common denominator in their working life without ever seeming to questioning why.
      Hint: It's because you let them do whatever they want to you.
      Wake and take some responsibility for your lives, especially your civic and social lives.

    24. Re:Welcome to the Real World by thrawn_aj · · Score: 1
      Meh. Saying that something is the norm is not the same as condoning that fact. Facts do not cease to be simply because they are unpalatable. If GP was advising us to stop trying to change that reality (which he wasn't), THAT would justify your accusation. Otherwise, the first step to changing reality is understanding and accepting what it is.

      Work usually sucked throughout human history. Non-suckful working conditions are not the norm.

      This is quite accurate. Not since the advent of a truly technological society has leisure time to the extent we are accustomed to been even remotely available to most of humanity (and MOST Of humanity has had to engage in physical labor until quite recently on the timescale of civilizations).

    25. Re:Welcome to the Real World by shutdown+-p+now · · Score: 1

      work is work. work sucks.

      If work sucks by definition, then they pay me a hell of a lot for not working!

    26. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      In this day and age, kicking up a stink or at the least asking nicely for what's rightly yours will lead to no job. I can say that with a straighter face than 5 years ago, because it's damn well true.

      You can only get what you want if it doesn't mean changing underlying finances (industry bargained pay increases sure do!) and(/or) you can't be replaced. Ayn Rand's writing would be outsourced now.

      Most people aren't expendable, but replaceable with an inferior substitute. It's not racist to say Taiwan/PRC/India have shit programmers and engineers.. they do! I'd take a Romanian software house over one in Shenzhen. That said, I'm a student staring down the barrel of the games industry when I live in the worlds' biggest mining region which just had the last big game shop die in a catastrophe of fraud - I'm likely insane.

    27. Re:Welcome to the Real World by Sprouticus · · Score: 1

      I call bullshit. Work is a trade of my time and energy (mental and physical) for money. Not suffering. If you are unlucky, stupid, greedy, or fear change, then yes it can be suffering.

      But I know plenty of people who are....maybe not happy, but excited and satisfied to make that trade.I am one of them. I could make more if I wanted to travel or work for a bigger corporation. I could not spend time keeping my skills up to date. I could be so concerned about my standard of living that I felt trapped (actually I am a little bit), but with a combination of luck, good decisions and hard work I have a job which is NOT suffering.

      The poor sods who work 80 hours a week programming games are stupid. They could code for other ocmpanies and make close to the same wage for less hassle and time. Even in this economy employersa are hiring exceptional workers. If you are not exceptional, you have no one to blame but yourself.

       

    28. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      I'm contracting for a Fortune 300 company right now, and I'd have to agree. We're *always* looking for skilled labor.

    29. Re:Welcome to the Real World by Dahamma · · Score: 4, Interesting

      Google may have won "Best Employer" in the US, but they would be considered McDonald's level in Scandinavia and a lot of the western european countries.

      Except for the fact that a whole bunch of those "McDonald's" employees are now multi-millionaires. And those that missed the IPO boat are still getting paid WAY more than their equivalent in Sweden. Except for the vacation time (which is a definite lifestyle difference - most engineers I know in the US have 1/2 that much, but never use it all anyway), all of those other perks are more than made up for (ie you can pay for them yourself and still be ahead) by the higher salary.

      But hey, people have different priorities. I work with a bunch of engineers originally from a few different Northern/Western European countries with similar working conditions, and they all say they are here because they LIKE the faster pace of the work and the extra disposable income...

    30. Re:Welcome to the Real World by garyebickford · · Score: 1

      I have two aphorisms I like to inflict on unwary listeners, about work:

      "If your job was too much fun, they'd charge you money to be here."

      "There is a simple way to distinguish work from sport. If you work your ass off and they pay you money, it's a job. If you work your ass off and you pay them money, it's a sport." I have a boat. It is most definitely a sport. :)

      I will just add that labor and management are not 'natural enemies' but may on occasion be 'situational enemies'. Being a _good_ boss is a lot more like parenting and teaching than it is like exploiting. I recommend a book called "The Fifth Discipline" - one of the few 'business' books to make it onto the best seller list twice, ten or so years apart. I learned about the book in a Systems Science class.

      Anyone who has run a small business (and most businesses of any size) knows that it is usually a lot more like being an an unwed mother than anything else. For the average business, you have 'mouths to feed' (the employees), and every month there is 'too much month at the end of the money' - more demands on the available cash than can be met, so you have to make decisions like whether to pay the rent, keep the lights on, or pay the employees. The average small business person makes less per hour of actual work than a good portion of their employees. In my last business venture, for over a year as one of the principles I would get paid one month, then have to put the same amount into the business to make sure the non-principles all got their check. And one ass-hat employee pestered me about once a month why he should "work his ass off to make me rich". He eventually got fired for sabotaging a software project.

      --
      It's easier to be a result of the past, but more fun to be a cause of the future! http://www.spacefinancegroup.com/
    31. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      Do they include free <br> lessons?

    32. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      Maybe Ayn Rand's books would be readable if they had been outsourced.

    33. Re:Welcome to the Real World by DrgnDancer · · Score: 3, Interesting

      Except for the vacation time (which is a definite lifestyle difference - most engineers I know in the US have 1/2 that much, but never use it all anyway), all of those other perks are more than made up for (ie you can pay for them yourself and still be ahead) by the higher salary.

      It's a "lifestyle difference" because our corporate culture makes it one. Engineers in the US don't (generally speaking) not take vacation because they abhor time off. They don't take vacation because the company makes it clear to them that vacation time is bad. It's not done in any overt way. People would rebel against a company policy that says "we give you three weeks of vacation, but insist you take only half of it". It's done in the way people who actually use their vacation are treated. The way that you're subtly pushed to not be "that guy".

      I've worked in companies where the staff was subtly pushed to avoid time off. I've worked in companies where they weren't. Guess what? In the latter case, everyone finds (perfectly valid and reasonable sounding) excuses not to take time off. In the former, people make use of their vacation time and are happy to do so. I've never really met a fellow worker, engineer or otherwise, who really just liked his/her job SOOO much that they never wanted to take a few days off.

      It may very well be true that European countries overdo it. There's probably a reasonable argument there. On the other hand, it seems pretty obvious to me that a lot of American companies underdo it. There's pretty much reams of research showing that productivity at most 60-80 hour a week, never take a break, companies is not significantly different (and depending on the type of work, can even be lower) than productivity at more reasonable companies. Just because you're at work for 16 hours a day and I'm only there 8, does not per se mean you're getting more done than I am.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    34. Re:Welcome to the Real World by Maglos · · Score: 1

      I wounder if the games are sucking these days because the smart people leave and not because the working conditions are poor( although the former would be a result of the later).

    35. Re:Welcome to the Real World by DrgnDancer · · Score: 1

      I see it's time once a gain for me to learn to always hit "Preview", because /. thinks an "edit" feature is way to futuristic for a technology site.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    36. Re:Welcome to the Real World by OrangeCatholic · · Score: 1

      Maybe, maybe not. The worst working conditions I can think of were probably in early factories. And armies.

      But let's reflect. Farming always was hard, and is assumed to stay hard, although I've heard musings that it's a solved problem. Cooks always were cooks, and always will be cooks. Sailing has gotten a lot better. Truckers always will be truckers. Construction workers always will have to climb up to high places, since that's the whole point. Mechanics always will be dirty, lawyers and accountants always will be half-blind, and bankers always will be bald.

      IT workers most likely always will be overworked and under-appreciated. That's because what they create is invisible. Nobody can see what they do, therefore, no credit.

      Thus, I don't see a sharp cutoff line between "before" and "after." And to say that the slumdwellers of Calcutta (non-technological society) don't have leisure time is giving them way too much credit for their high-powered careers.

      What you do see over time, is that the proportion of "landed" families (white collar) to wage slaves is steadily increasing. For example, I've gathered that in the 1500's, the entire cultural elite of the British Empire could fit inside the king's castle. You're talking maybe a few dozen people.

      Now, obviously, we have a lot more. We're getting more productive, because fewer wage slaves are supporting more managers.

    37. Re:Welcome to the Real World by rawler · · Score: 4, Interesting

      “What is the essence of America? Finding and maintaining that perfect, delicate balance between freedom “to” and freedom “from.” – Marilyn vos Savant

      From my Swedish perspective, in the US, "Freedom From" often gets neglected.

      Besides, I doubt taking care of your workforce, for the cases of work where their loyalty and experience actually matters, is really bad business anyways. I do know of one example for a pure development house, where they switched from 8h workday to a 6h workday, as an experiment in productivity. The result? Staff were more focused, more creative and more productive. During the 6h workday, they produced about as much code as previously during 8, but the produced code got cleaner, with fewer bugs, saving a lot of time for new features.

    38. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      "Except for the vacation time (which is a definite lifestyle difference - most engineers I know in the US have 1/2 that much, but never use it all anyway), all of those other perks are more than made up for (ie you can pay for them yourself and still be ahead) by the higher salary."

      I call BS. You cant "buy" those perks. Try asking your employer if you can take 3-4 more weeks of vacation per year without pay :). If you are a mid-senior level employee in a firm in the US, i doubt the answer would be a cheery "sure, bring me back some postcards".
      On the other hand, someone in a European country who WANTS to earn more can easily make more by working on consulting or other ventures aside from their work. That, imho is a more rational approach to comparing the two lifestyles.

    39. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      There is no free market any more. Companies are not spending their $$$ fighting each other for customers. They are spending their $$$ fighting the IRS and federal government.

      The less money they have to stroke politicians, stockholders and big customers, the less money they have to put in your skylight, pay your health insurance, pay for R&D, expand or improve.

      (Heheh. "Prove yourself": beanbag.)

    40. Re:Welcome to the Real World by arkhan_jg · · Score: 1

      Yes, conditions will get worse - but it's a false economy. Stressed out devs working in bunker mode mentality, where the team environment is non-existent or outright toxic, where workers are treated as disposable cogs, doing unholy hours will not be doing their best work. You'll end up with a crap game riddled with bugs and savaged by the media and users alike.

      Henry Ford proved that if you overwork your workers, the time spent fixing their mistakes from exhaustion takes more time than you gain from overworking them. He switched to a 6-day 8 hour per day working week (48 hours) and then a 40 hour week, and his productivity went through the roof and turnover dropped so far he stopped bothering to measure it.

      Humans are not machines. They cannot work for extended periods without rest and support without the quality of their work dropping off heavily. This is not new science, it's been proven repeatedly for a century. Any company that does so is doing itself more harm than good.

      --
      Remember kids, it's all fun and games until someone commits wholesale galactic genocide.
    41. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      And my next phone won't be a Sony Ericsson. Coincidence?

    42. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      There's a reason there's no edit. Otherwise, imagine a troll getting 5: Insightful with a legitimate post, then editing it to be ASCII art of Goatse, or the usual GNAA drivel.

    43. Re:Welcome to the Real World by Anonymous Coward · · Score: 1, Informative

      He is in a 60% tax bracket for the privilege. For real.

    44. Re:Welcome to the Real World by thesandtiger · · Score: 1

      Through the majority of human history, infant mortality was staggeringly high, even among the most developed nations. Medical treatment was as likely to kill you as whatever you were being treated for. Social and legal justice were nonexistent.

      Just because something was one way throughout history does not mean that it should continue to be that way. There are places that are good to work, many of them. There's no inherent reason work NEEDS to suck, so why should it? Honestly, I think many places suck to work at because the people there seem to just blindly adhere to the idea that it should suck, or else it would be called "play."

      You work for maybe 1/4th of your life - why shouldn't people try to make it enjoyable?

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    45. Re:Welcome to the Real World by Aceticon · · Score: 1

      A very, very small percentage of individuals makes it big more often than not due to sheer luck (right time, right place) rather than superior skill while large numbers keep up taking vast amounts of shit in the hope of making it big too.

      Reminds me of the chapter in "Freakonomics" of why the average drug-dealer makes less than a McDonals burger-flipper and still lives with his momma: turns out each and every one of them hopes to become one of the top-dogs.

      By the way: the Internet boom and with it most of the chances for low-level IT people of becoming rich out of IPOs are long gone and yet a lot of people in IT in certain countries still work like slaves even though the chance of making it big is now close to nil - how do you explain this?

      Having worked in countries where the work culture in IT is closer to the US (UK and Portugal) and places where it's closer to Sweden (Holland) I can tell you that the total overall productivity (as measured in meaningful ways like requirement function points implemented per week) in the later is much higher than in the former.

      In intellectual professions (and that includes management) overworked people are tired people, tired people take more shortcuts and make more mistakes, mistakes have to be fixed and that takes time. Sometimes little time is lost (like with small programming bugs) and sometimes huge amounts of time are lost (like with high-level design faults or failures to spot critical dependencies in project planning).

      As far as I can tell, at the moment the only competitive advantage the US has in Software is actually a huge availability of investor's money to fund IT companies, which is a business environment advantage, not any kind of superior technical or management environment.

      Me, I'm taking the slow route to becoming a dollar millionaire: only 5 more years to go and i'm taking a lot less shit on the way there.

    46. Re:Welcome to the Real World by Evtim · · Score: 1

      "When, in human history has that not been the case?"

      Before civilization.

    47. Re:Welcome to the Real World by sosume · · Score: 1

      Nice attitude - so you'd rather put up with major BS and shut up in fear of losing your monthly paycheck, than standing up and directing your own life. That attitude is probably the reason you are trapped in mediocre working conditions to start with.

      " Most of the time (ALAS!) the smart pants with the new ideas is the first to one to get the door slammed against his ass."

      Nope. Most of the times the 'smart pants' decides to explore better opportunities, and angered management then tells you he was fired in the most humiliating way, to prevent others from getting the same idea.

    48. Re:Welcome to the Real World by Ash+Vince · · Score: 1

      For the foreseeable future there will be no full employment, so employers will start degrading working conditions ... it shouldn't be normal, but it is still the norm.

      The capitalist system we live in actually relies on there not being 100% employment in order to keep wages low. As soon as you have more jobs than people, wages start to rise. If this happens across many different sectors at the same time, then it causes inflation to go up. High inflation has the potential to hurt the very rich more then the poor since people with saving suffer, people living day to day do not.

      --
      I dont read /. to RTFA, I read /. to offend people in ignorance.
    49. Re:Welcome to the Real World by tehcyder · · Score: 1

      The way labor gets to vote is to leave for greener pastures.

      In countries that aren't so besotted with the ideals of the protestant work ethic and the joys of capitalism, the alternative is for the workers to take over the factories and chuck out the bosses.
      Just saying.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    50. Re:Welcome to the Real World by tehcyder · · Score: 1

      I think it says a lot about how much people have internalized the "management"/corporatist/Randroid line when someone argues with a straight face that living with constant anxiety about your employment and having working hours that afford you no personal life are simply "the norm."

      There's a difference between work being boring/unfulfilling/sucking (which is pretty standard) and "constant anxiety" and absurd working hours (which means you have to change your job somehow).

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    51. Re:Welcome to the Real World by tehcyder · · Score: 1

      Except for the fact that a whole bunch of those "McDonald's" employees are now multi-millionaires. And those that missed the IPO boat are still getting paid WAY more than their equivalent in Sweden.

      You are begging the question by assuming that money is the most important thing in life. Past a certain comfort level, it really doesn't matter how much money you have if you are still unhappy.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    52. Re:Welcome to the Real World by tehcyder · · Score: 1

      When, in human history has that not been the case? A subsistence farmer worked pretty long hours, and had constant anxiety about starving to death.

      In case you hadn't noticed, there is such a thing as progress, and most people don't work as subsistence farmers (in the West) any more, so you would have expected the long hours and constant anxiety to have become a thing of the past too.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    53. Re:Welcome to the Real World by chrish · · Score: 1

      Yeah, I'm failing to see how this is limited to the game development industry.

      --
      - chrish
    54. Re:Welcome to the Real World by illumin8 · · Score: 1

      Those benefits do sound extremely nice, however, keep in mind what Sony-Ericsson is - a failing mobile technology company that is currently getting their lunch eaten by Apple. Does giving most employees 10 weeks off per year, 6 months paternity leave, etc, make them better able to compete against US companies like Apple that give their employees only 2-4 weeks off per year?

      I can see that yes, in a perfect world, every father would like 6 months off to help raise their newborn, but what happens if that father is an engineer in a critical position 3 months before the launch of a new smartphone? Do you just say "sorry guys, we'll release the phone next year after Jens gets back from paternity leave"?

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    55. Re:Welcome to the Real World by Monchanger · · Score: 2, Interesting

      Work is a trade of my time and energy (mental and physical) for money. Not suffering.

      Exactly. Suffering is related only in the case of those idiot MBAs who think that paying a salary makes them own their employees as if they'd rented slaves.
      Reminds me of how Mike Rowe's TED talk where he discusses the guys doing dirty jobs (seek to ~11:00 if you're pressed for time). He claims they're much happier than us desk workers, and they're the ones we'd assume are "suffering" the most.

    56. Re:Welcome to the Real World by Monchanger · · Score: 1

      There's a trivial solution to that- erase all moderation on edit.

    57. Re:Welcome to the Real World by MuValas · · Score: 2, Insightful

      I can see that yes, in a perfect world, every father would like 6 months off to help raise their newborn, but what happens if that father is an engineer in a critical position 3 months before the launch of a new smartphone? Do you just say "sorry guys, we'll release the phone next year after Jens gets back from paternity leave"?

      Clearly the rational approach is to say, "Sorry honey, I can't help you with the new life you brought into the world, I have to ship a telephone."

    58. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      Those benefits do sound extremely nice, however, keep in mind what Sony-Ericsson is - a failing mobile technology company that is currently getting their lunch eaten by Apple. Does giving most employees 10 weeks off per year, 6 months paternity leave, etc, make them better able to compete against US companies like Apple that give their employees only 2-4 weeks off per year?

      A better question is what do you mean by "failing"? By that do you mean unprofitable, or just not the best in their sector at this particular time? IMHO, you'd have to show that Sony-Ericsson is unprofitable for it to be considered a failure, especially in a competitive market.

      I can see that yes, in a perfect world, every father would like 6 months off to help raise their newborn, but what happens if that father is an engineer in a critical position 3 months before the launch of a new smartphone? Do you just say "sorry guys, we'll release the phone next year after Jens gets back from paternity leave"?

      You present a false dichotomy here, as both paternity leave and product launches are events with at least months of prior warning. Any decent manager should be able to adequately prepare for the absence of the new father given that much warning, even if their is an important launch during the time he will be away.

    59. Re:Welcome to the Real World by Anonymous Coward · · Score: 0

      Google employees may be getting paid more in a number of USD, but they also have to spend a lot more (all living expenses, not to mention real estate) on account of the difference between Sweden and California. On top of that, most US employees should have about 6 months of living expenses in savings ... something completely superfluous in Sweden due to their social safety net. So they can actually spend more of the money they earn, thus improving their economy.

    60. Re:Welcome to the Real World by Dahamma · · Score: 1

      I'm not begging any questions, read the last paragraph of my statement. As I said, people have different priorities.

      I'm not judging any of those priorities, just pointing out that the OP's point about "greener pastures" is all relative. "The grass is always greener..."

    61. Re:Welcome to the Real World by LordArgon · · Score: 2, Insightful

      If you're that dependent on a single person, you have a major dysfunction somewhere in your system. If somebody was that valuable, they could hold the entire company hostage: "pay me X or I'll quit and you won't be able to release your product!"

      It also seems like an over-simplification to attribute a company's failings to treating their employees well. All sorts of things go into a successful product; company direction and marketing seem much more important than whether your employees are out for a few extra weeks a year.

    62. Re:Welcome to the Real World by mattack2 · · Score: 1

      Having worked in countries where the work culture in IT is closer to the US (UK and Portugal) and places where it's closer to Sweden (Holland) I can tell you that the total overall productivity (as measured in meaningful ways like requirement function points implemented per week) in the later [sic] is much higher than in the former.

      Then why aren't these other countries blowing the U.S. out of the water in terms of companies with huge valuations/profits/etc.?

    63. Re:Welcome to the Real World by mcvos · · Score: 1

      work is work. work sucks. nobody promised you work would be fulfilling. get over it.

      You're doing it wrong.

    64. Re:Welcome to the Real World by jesset77 · · Score: 1

      If your job was too much fun, they'd charge you money to be here.

      True, so the idea is that your pay counterbalances the imposition on your time. You wouldn't pay to do this, you would not do it (consistently) pro bono, but the work is worth what you're being paid. You have other options at your disposal, but this is the best one (job satisfaction + pay + benefits) so you've chosen it. This doesn't describe suffering. There is an imposition on your time and responsibilities for which you are being compensated, but after that if you still hated it — assuming the option is available — you would escape.

      Many jobs do not fit that mold however. Sometimes you are forced by circumstance to work somewhere. Sometimes you are roped into non-disclosure and non-compete agreements that prevent you from going elsewhere in your industry, and you lack the experience to get anywhere in another industry. Sometimes you're beholden to someone; blackmailed by the boss for example or indentured by a health plan. Sometimes this happens non-personally, such as building a household or lifestyle which then gets neglected by long hours on the job and stretched thinly enough that it cannot survive the shock of a job change.

      This was common during the Great Depression, where anyone who could wave a tenner in the air could bully starving day workers into hazardous or reprehensible tasks. They couldn't afford to stand up for their rights (in either time or money) and society had squelched their complaints from the get go.

      It is valuable for our society today to avoid going back down that path, and I recommend starting by thinking twice before dismissing the reality of unfair working conditions by assuming the market will always even things out.

      --
      People willing to trade their freedom of expression for temporary entertainment deserve neither and will lose both.
    65. Re:Welcome to the Real World by jesset77 · · Score: 1

      There's a trivial solution to that- erase all moderation on edit.

      Fair enough, but should they erase all replies on edit too? Or can I trick someone into replying to me and then reword my OP to make them sound like a blithering idiot? :3

      Another option would be to revoke edit privs once a reply is made, which would suck if you spent a lot of time editing prior to that happening.

      All in all, I'm content with the Darwinism of the preview button. ;3

      --
      People willing to trade their freedom of expression for temporary entertainment deserve neither and will lose both.
    66. Re:Welcome to the Real World by jesset77 · · Score: 1

      Then why aren't these other countries blowing the U.S. out of the water in terms of companies with huge valuations/profits/etc.?

      Waitominute, did you straight up just ask "if they're so smart, why aren't they rich?"

      What are you, a batman villain?

      --
      People willing to trade their freedom of expression for temporary entertainment deserve neither and will lose both.
    67. Re:Welcome to the Real World by jesset77 · · Score: 1
      --
      People willing to trade their freedom of expression for temporary entertainment deserve neither and will lose both.
    68. Re:Welcome to the Real World by ml10422 · · Score: 1

      And Sony-Ericsson's market share in the phone business isn't doing that well. If his company goes broke, what happens to his pleasant job.

      Look, nobody invented competition (which folks on this thread have been calling "capitalism"). It's just the natural state of the world.

  2. Game idea by Hoi+Polloi · · Score: 4, Funny

    'Because of the secrecy and competition, a lot of development teams end up having a siege mentality -- batten down the hatches and refuse to come up for air

    Sounds like it would make a great game!

    --
    It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    1. Re:Game idea by hairyfeet · · Score: 1

      Are you kidding? With the chili dogs and other crap those guys eat the stench would make the bean eating scene in Blazing Saddles seem like a fresh summer breeze!

      As for tfa, someone here (sorry I can't find your post) said it best when he pointed out, using the classic /. car analogy, that the game industry is like car manufacturers deciding to ONLY make Bugatti roadsters. Problem is especially in this economy that is starting to smell and bloat, there simply aren't enough people spending Bugatti money to keep the companies afloat. This adds to the pressure and tension, as every game is now a "give us a hit our we're DOA!" case, and when you know your job is on the line and the company could go tits up needless to say that isn't a pleasant work environment.

      I personally think it's stupid the way they kill themselves and blow crazy money on the bling bling graphics anyway. Most of the newer games I play simply aren't any fun and pretty graphics don't save shitty gameplay. I still whip off a game of NOLF or SOF 1&2 or GTA III because those games are FUN and I would have NO problem buying a new PC game with 2003 era graphics if it had great gameplay and AI that would put up a decent fight like the first Far Cry. I'm sure I'm far from alone in feeling that, and as an added bonus there would be a lot more people with the system reqs to play your game!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    2. Re:Game idea by KDR_11k · · Score: 1

      Oh there are fun games even now, they're just hard to find, even more if you prefer older game designs (for example first person shooters that don't involve hiding behind cover and aiming for heads). Saints Row 2 is a good recent GTA-like that doesn't screw itself up with too much realism. I think it got kinda ignored as GTA4 got all the attention (and made people angry) but hey, it's really dirt cheap now (the PC version costs a fiver) and not nearly as serious as the box art might suggest.

      Some people who felt that modern gaming wasn't worth bothering with really liked New Super Mario Bros Wii.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Game idea by borza · · Score: 1

      Sounds like it would make a great game!

      The soundtrack, of course, will be performed on the world's smallest violin.

    4. Re:Game idea by pizzach · · Score: 1
      I believe you should play Segagaga for the dreamcast. From wikipedia:

      While a variety of genres are included, as minigames or otherwise, Segagaga's overall structure is that of a console role-playing game. The game parodies the competition between the Dreamcast and the PlayStation 2, challenging the player to supervise the company and prevent DOGMA from seizing all market share.[1]

      In the first section of the game, the player must progress through Sega's development studios and battle various employees. If the player is defeated, a month of development time is lost.[2]

      It is quite interesting watching youtube videos of it.

      --
      Once you start despising the jerks, you become one.
    5. Re:Game idea by hairyfeet · · Score: 1

      Oh don't even get me started on my favorite genre FPSers! I'm so damned tired of pretty bling bling and shitty console style gameplay, even Bioshock 2 they dumbed down the hacking to make it more console friendly,lame. I bought the MOH: 10th anniversary edition, and it was a crying shame to watch that series go from the goodness of the earlier games to the stinkiness that is Airborne. I swear the rubber band AI in that game makes the shitty AI on Madden look like a bunch of geniuses!

      And thanks for the tip about SR2, if I run into it in the bargain bin I'll have to remember to pick it up. Honestly after enjoying the sales they send via email from Good Old Games (if you haven't tried them you really should, no DRM, no game over $10, unlimited downloads and installs, easy to back up installers, all games work on x64 flawlessly) I've got a good half a dozen games I haven't even gotten to fire up yet. That's what happens when you have a wonderful GF that is constantly coming over to give you great sex and is hinting at wanting to move in, it really cuts into your fragging time! ;-)

      --
      ACs don't waste your time replying, your posts are never seen by me.
    6. Re:Game idea by illumin8 · · Score: 1

      Sounds like it would make a great game!

      If done right, it could be an awesome game. If a great development team could channel rage against past employers, maniacal bosses, and crazy deadlines into a Postal style rampage game it could be awesome.

      Sadly, in order to have the material necessary to create a game like this, the working conditions would have to be so intolerable as to insure that any such game would be terrible, thus, it will probably never happen unless a bunch of disgruntled developers form their own indie studio to create it.

      In fact, I think DudeBro 2 just might be something similar, made by some industry veterans. I can't wait for more games parodying the industry in general.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    7. Re:Game idea by ConceptJunkie · · Score: 1

      I have a one word for the too bloated, too expensive, and not necessarily good games: GOG.com.

      I've been buying several games from there recently, ones I played in the past and ones I missed the first time through, and when a game is as low as $6, I don't feel cheated if it's something I don't get a whole lot of use out of. I'm not associated with them, just a happy customer. Plus, no DRM and everything is tweaked to run on the latest Windows OSs. There are many classics from those days because the graphics really couldn't "wow" you, so good gameplay was needed for a title to succeed. There also wasn't a tremendous momentum of previously successful titles that could be slightly tweaked or skinned and re-released every year or two. How many games today, successful or not, good or not, are essentially Doom with better technology? There's nothing wrong with state-of-the-art graphics, but a good game should be able stand on its merits without them.

      I remember this argument as far back as the Amiga: games focusing on eye candy and ignoring gameplay, and it's only gotten worse. There are still good games to be found, but it takes a lot of research and effort, and possibly a lot of money. Plus my hardware is fairly old and I just don't have a priority of upgrading perfectly good machines just to play games. Ironically, as gaming becomes more and more expensive, there appear more and more alternatives that are either free or low cost: open-source, casual Flash games online (many of which are rehashes of stuff you could buy 20 years ago), and companies like GOG.com and direct2drive.com that sell older games.

      --
      You are in a maze of twisty little passages, all alike.
    8. Re:Game idea by Anonymous Coward · · Score: 0

      As an employee of the biggest gaming company I can attest to the reality of the comments. The upper management is all about making money, which is good because that keeps us all employed. While I do wish the company would do a just a few things to make the employees feel more valued, I really think it is up to each of us to make the places we work a better environment. Positive attitudes are just as infectious as bad ones.

      Let's all make an effort to contribute to making the industry we love a better place to work, it doesn't matter if you are in the corporate office or a little studio trying to come up with the next big hit. Ask someone "how are you doing today?" and mean it.

      Just keep playing!!!

  3. Fill in the blank with your own industry by Anonymous Coward · · Score: 3, Insightful

    "fatigue, hostility, being at odds with one's employer and questioning one's career course is frighteningly common in the _________ industry"

    1. Re:Fill in the blank with your own industry by Purity+Of+Essence · · Score: 5, Interesting

      Is this common in your own industry?

      FTFC Joel Payne says:

      Two decades making games. I've seen a computer fly through a window, I've seen an ex employee trying to sledgehammer through from one companies adjoining wall to ours so he can get to his office and get his "stuff" back, I've seen one of my friends, a long time game vet kill himself on his birthday because nobody would listen to his brilliance . I've seen a barefoot art director tromp down the hallway like a baby to complain to his bosses when his concept art failed to look like the real-time model he expected when the limits of technology at the time wouldn't permit the level of detail he expected. I've had someone say he wanted to kill me and eat me, I've had anonymous threats when I attempted to suggest that we work together and share better ways to make the game better but.. because I was an "artist" my opinion was considered destructive to the game design hierarchy. I've had CEO's and coworkers claim my ideas without mentioning the source. I've had artist apply for a job with my artwork featured in their portfolios when I was the interviewer. I've been told that I had to work a 48 hour day, sleep on a company couch at work or "families will suffer when the company can't pay it's bills when the deliverable isn't met, Joel we're counting on you" I've been a part of countless layoffs, herded into a room with 300 brilliant talents and told that "**blank*** has F*'d us so we have to lay you all off effective immediately.... now" I've shown up to work and handed a glad trash bag and told that our 200K payroll had been stolen and that I'd have 15 minutes to collect my stuff before the company closes forever. I've seen an employee rob another when he was at lunch, deny it, and the discover he was being video taped.. I saw a a man lose his career, his wife and his company when he opened the door of his company to a guy who knew nothing about the game industry offering to help the company go public, but turned out to be a criminal connect to the mafia who ultimately fired every executive, robed the companies payroll and stole the workstations taking them to Florida where they were later found on bails of hay in a barn on his ranch. I've see racism, sexism and some of the most egotistical people in the world in the game industry and yet..... through it all I always remembered something Chuck Jones told me.. "Joel, the entertainment industry is 90% pain and suffering and 10% pleasure, Just make sure the pleasure shows in your work and you'll be fine." He was right.

      --
      +0 Meh
    2. Re:Fill in the blank with your own industry by Cylix · · Score: 1

      I believe you need to write a book.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    3. Re:Fill in the blank with your own industry by Scrameustache · · Score: 3, Insightful

      Is this common in your own industry?

      had CEO's and coworkers claim my ideas without mentioning the source.

      Yes, that one's very common.

      --

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

    4. Re:Fill in the blank with your own industry by xmundt · · Score: 4, Insightful

      Greetings and Salutations....
              Hum...this sounds as if it could be applied to almost ANY industry, not just the gaming industry. Think back to the days when Dave and Bill were running HP and it was rated "the best company to work for". For every ONE HP there were thousands of companies that treated their employees like slaves, and were rampant with the sort of evil doings listed here. That remains true today, alas, and may be MORE true with the stresses of the economy being what they are.
                It has been my experience that MOST companies are run by greedy, thieving bastards, and the best the employee can hope for is to not get screwed too badly as the company is drained into the pockets of upper level management.
                pleasant dreams
                dave mundt

      --
      YAB - http://blog.beemandave.com/
    5. Re:Fill in the blank with your own industry by Anonymous Coward · · Score: 0

      I've worked in Silicon Valley startups, so yes. I can honestly say I've seen a large chunk of that happen...

      ... and I think that is ultimately the problem. The game industry as a whole is in Startup Mode, even xx years later, with no sign of the release valve the successful startups eventually get. This is because Time To Market is so ultra-critical. Until that "problem" goes away, that industry will never be sane.

    6. Re:Fill in the blank with your own industry by jimmydevice · · Score: 1

      I knew I was screwed when my last employer told me he "Owned Me".

    7. Re:Fill in the blank with your own industry by __aasqbs9791 · · Score: 1

      I think every industry deals with that one.

      I've never had someone use my artwork for their portfolio (and there's a reason for that, namely I suck at art), but I did have a coworker relate a story I told them as if it happened to them about a day or so after I told them about it.

    8. Re:Fill in the blank with your own industry by BitZtream · · Score: 1

      Yes, other people just whine far less.

      The game industry is in no way unique.

      Work is a 4 letter word, sadly everyone things 'making games is fun'.

      Its not for most people, its a job. Too many kids start doing game related course and study to get into the career thinking it'll be this awesome amount of fun, then are completely destroyed when they realize its actually work where they have deadlines and jobs to do just like everyone else.

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    9. Re:Fill in the blank with your own industry by JoeMerchant · · Score: 1


      tl;dr sums up the whole article. Trying to make money at something people are willing to pay money to do is inherently problematic (witness: 737 pilots, artists, musicians, pro sports, dolphin trainers, anything to do with horses, etc...)

    10. Re:Fill in the blank with your own industry by ehrichweiss · · Score: 1

      Actually, I think that someone repeating something you told them as if it happened to them after a sufficient time delay is a semi-common behavior among humans and about 15 years ago in one of the hypnosis communities in which I hung out, I gave it a name "The Ben Kenobi Pattern", a linguistic manipulation where someone repeats something you just told them like Obi-wan does with the "these are not the droids you're looking for". I've worked on it from time to time since then but it's far more common than you might imagine.

      --
      0x09F911029D74E35BD84156C5635688C0
    11. Re:Fill in the blank with your own industry by __aasqbs9791 · · Score: 1

      Well, in this case it was someone who had a reputation for having the "best" stories. Most of us in the office suspected they were BS, but after that we suspected they probably had occurred to someone, just not quite the way he said. Other than that, he was a pretty good guy.

    12. Re:Fill in the blank with your own industry by hey! · · Score: 1

      "fatigue, hostility, being at odds with one's employer and questioning one's career course is frighteningly common in the _RECLUSIVE_HERMIT_ industry"

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    13. Re:Fill in the blank with your own industry by robotbebop · · Score: 1

      I once saw a pack of wolves take over and successfully run a wendys. I once one baby giving another baby a tattoo, they were very drunk!

    14. Re:Fill in the blank with your own industry by nschubach · · Score: 1

      Government work?

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    15. Re:Fill in the blank with your own industry by stephanruby · · Score: 1

      Is this common in your own industry? FTFC Joel Payne says:

      It will be soon!!! I'm stealing this story for myself.

    16. Re:Fill in the blank with your own industry by Anonymous Coward · · Score: 0

      Jew.

    17. Re:Fill in the blank with your own industry by ehrichweiss · · Score: 1

      I've seen that too, believe me. I had a friend whose story started out that he had dual citizenship(US/UK), and was "attached to" a Navy Seals unit. Then a couple months later, he was an actual member of the team, then it was like he was in charge a few times. Then his girlfriend, who was an engineer for Texas Instruments, tricked him into visiting his parents with her and she asked them about him; he had ancestors from the U.K but the only UK in he'd had until he joined the Navy was the University of Kentucky, and he was onboard a ship with a team of Seals who may have asked him to help them with something that is possibly trivial in nature.

      --
      0x09F911029D74E35BD84156C5635688C0
    18. Re:Fill in the blank with your own industry by OrangeCatholic · · Score: 1

      >The game industry is in no way unique.

      No, I'm sure it is, because this keeps coming up. And as a former (web/db) programmer, I've experienced it.

      There's no reason that a job where a highly experienced, educated person sits at a desk and pushes buttons should:

      a) Cause your arms to fall off
      b) Make you sleep on the couch
      c) Destroy all your friendships
      d) Give you money you can't spend
      e) Ruin your resume
      f) Cause the company to go bankrupt and everybody loses their jobs and the whole industry is shot

      White-collar jobs are supposed to be easier than physical labor jobs. They're supposed to be classier, with better conditions and take-home.

      But many programming jobs - and apparently all gaming jobs - are not classy in the slightest, not easy, have shitty conditions, and who cares how much you get paid if you never get to eat out.

    19. Re:Fill in the blank with your own industry by Aceticon · · Score: 1

      This is why I work as a contractor in software development: i have no job security but it's known upfront and priced into the contracts I take, I get paid by the hour or the day but I don't have to do crazy unpaid overwork, I don't need to deal with corporate bullshit like evaluations;promotions;bonuses (my bonus comes with my pay every month), I'm well trained in seeking and finding employment (in fact is a skill one quickly develops) and management has only a single lever on me - the nuclear option of terminating my contract - which would harm them more than me (they would look bad for having hired me in the first place and would have wasted the time i spent learning their systems, while I would just find a new contract in 2 weeks)

      This is not showing off - it's more like selling the model: I believe most software developers should be contractors.

  4. Today's gaming is not fun anymore. by drHirudo · · Score: 4, Interesting

    The newest games are crappy recycles of old games. Same ideas recycled over and over again for ages. There is almost nothing new in the gaming industry and nobody takes the risk to experiment with innovative ideas. That is why the retro gaming scene gained so much popularity. Especially in Europe there are lots of fans of the retro games produced before year 2000. I have seen people in the train playing Super Mario on NES emulator on their ultra fast laptops. Some people does not have a single PC game installed on their Windows or Linux computers, but wide variety of emulators for gaming. This speaks magnitudes about the appeal of the recent games.

    1. Re:Today's gaming is not fun anymore. by Anonymous Coward · · Score: 0, Insightful

      Whoa same thing with music.

    2. Re:Today's gaming is not fun anymore. by Simulant · · Score: 1

      Same thing with art & culture in general. That's how it works. Every now and then, something really different will come along but mostly you get minor variations.

    3. Re:Today's gaming is not fun anymore. by Anonymous Coward · · Score: 0, Insightful

      Just so you know people in the 90s were saying this about 80s games, and in the 2000s saying it about 90s games. It's not that games suck now, you just got old. My parents still listen to the music that was popular in the 1960s. You could argue that music peaked in that decade or maybe that's just what old people do.

    4. Re:Today's gaming is not fun anymore. by vell0cet · · Score: 4, Insightful

      Unfortunately, this is what happens when an art becomes a business. The MBAs come in because they understand business and take all the art out of it. They get the art mass produced by factories based on numbers and shove it through with marketing.

      And since making games now is so expensive, you're not going to get a lot of risk. That's why every thing that comes out doesn't deviate from the formula.

      But... indie games... lots of stuff going on there...

    5. Re:Today's gaming is not fun anymore. by Anonymous Coward · · Score: 0

      One word: nostalgia.

    6. Re:Today's gaming is not fun anymore. by Peach+Rings · · Score: 2, Insightful

      The piles of console trash that fill up brick-and-mortar stores have always been terrible. Remember that the vast majority of game releases in the 90s were garbage; you just recall the great ones like Half-Life, Quake 3, and UT99. Well the 2000s have seen many more quality releases.

    7. Re:Today's gaming is not fun anymore. by Draek · · Score: 1

      There's *always* been rehasing of old ideas in gaming. Ever played Pitfall? the Mario before Mario, I guess you could say.

      --
      No problem is insoluble in all conceivable circumstances.
    8. Re:Today's gaming is not fun anymore. by aaaaaaargh! · · Score: 3, Insightful

      I totally agree with the above poster. Everything is classified into convenient genres and too much money is spent on replicating the exact same experience over and over nowadays. Game producers need to learn to take risks again. Studios need to spend much more efforts on creating something unique, not necessarily in terms of gameplay mechanics but in terms of intelligent plots that are compelling for the primary target group (=adults) and stories that really allow for immersion. Procedural content generation and randomized missions/campaigns would be the way to go, yet most studios choose to go the easy and secure but ultimately boring path of creating short, cinematic games that do not offer anything new except better graphics.

    9. Re:Today's gaming is not fun anymore. by icebraining · · Score: 2, Interesting

      You could argue that music peaked in that decade or maybe that's just what old people do.

      As a guy born in '89 who mainly listens to 60s/70s music, I go for the former.

    10. Re:Today's gaming is not fun anymore. by Anonymous Coward · · Score: 0

      flash gaming is where the action is. its growing at a ridiculous rate and mostly at the expense of the crappy consoles. its really no wonder jobs wants to kill flash.

      i've worked in flash games for about a year and spirits are very high indeed.

      obviously the big firms are trying to muscle in (e.g. EA) but i doubt they will get anywhere - people have gotten used to high levels of creativity and won't put up with anything less.

    11. Re:Today's gaming is not fun anymore. by Kell+Bengal · · Score: 1

      How can you be nostalgic for something you weren't there to experience? You might have an affinity for an older and apparently simpler time (eg. ren faire), but you can't be nostalgic for it. Unless, of course, you're nostalgic for the time when you used to go to ren faires, but now you don't and your long for the past days of fun with your playtron friends as you wandered through the fields dressed like extras from the Princess Bride.

      --
      Scientists point out problems, engineers fix them
      altslashdot.org: The future of slashdot.
    12. Re:Today's gaming is not fun anymore. by Anonymous Coward · · Score: 0

      well the figures say otherwise buddy. getting old plays a part in it sure, but there's something else going on in the industry and its stupid to deny it.

    13. Re:Today's gaming is not fun anymore. by whereiswaldo · · Score: 3, Insightful

      Really, nobody takes any chances? Online only games aren't taking a chance? How about taking a chance on a new platform like iPod touch? Or games that have in-game addons for purchase?

      I think people are too down on "the games industry" or maybe too focused on a certain segment (which indeed may be worthy of being negative about).

      I think there's lots of crap like there has always been, but there ARE gems. You just have to find them, as has always been the case.

    14. Re:Today's gaming is not fun anymore. by GrumblyStuff · · Score: 1

      They need to learn to scale back.

      Granted, this means if they make a simple game that never gets old (think Tetris), it's hard to build off that premise and any future games would have to compete with that, too.

      Plots are nice but ultimately limits replay (a plus for publishers). There's nothing wrong with that but I have a hard time thinking of a game series that built up from game to game both the story and the appeal while maintaining a satisfying end to each chapter. I'd rather they go back to having a smear of a plotline and do whatever hell is fun.

      In the meantime, I'll stick with this bonanza of flash games at http://ragdollcannon.net/. I don't mean to come off as a spammer but you know what? They're short. They're challenging. They're free. They don't take up 15GB a game and they don't demand I stay online.

      And I say this as someone who used to play the hell out of Command & Conquer games (before they went 3d), brainy shooters (System Shock 1&2, Thief, Deus Ex), WoW, and the usual assortment of Nintendo games (Metroid, Eternal Darkness, Marios of most types, Zelda, etc.)

    15. Re:Today's gaming is not fun anymore. by KDR_11k · · Score: 1

      If you believe there's nothing new try finding a recent FPS that plays like Quake or such with a handheld rocket launcher, jumping like crazy and shooting stuff out of a full run. Seriously, that type of game has been "innovated" away, now everybody has to have all the latest tings like paper-thin health that regenerates when you look away for a second, bullets that only deal damage when they hit the head, no weapons that don't shoot hitscan bullets because any form of explosives is for "noobs", 90% of the equipment locked away and requiring you to grind for XP to get access to it, maps with no powerups to pick up that you wander aimlessly trying to find someone to shoot, loadouts that can contain at most two guns because the console controls allocated only one button to switching weapons, ... And if a game lacks these "innovations" people start crying that it's primitive!

      Well, at least throwing grenades with a separate button is standard now and we don't have to change weapons for one shot, then change back so it's not all horrible...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:Today's gaming is not fun anymore. by KDR_11k · · Score: 1

      Old games are still popular because many of them are good. New Super Mario Bros Wii (finally a sequel to the Super Mario Bros series, 3D Mario is something else entirely) outsold Call of Duty: Modern Warfare 2, just for a perspective where the market stands on this.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    17. Re:Today's gaming is not fun anymore. by KDR_11k · · Score: 1

      Only if you boil ideas down way too much, to the point where it ignores the player experience. Pitfall was more like Indiana Jones in the mind of the gamer while Mario was something entirely different, not in the least because the jumping physics were extremely different with the air control that's now standard in games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    18. Re:Today's gaming is not fun anymore. by rxan · · Score: 1

      Honestly your comment is just an uninformed, unsourced rant.

    19. Re:Today's gaming is not fun anymore. by pregister · · Score: 1

      And you'd be wrong. And living in the nostalgia-fueled culture of the baby boomers. Ain't it great?

    20. Re:Today's gaming is not fun anymore. by Draek · · Score: 2, Insightful

      Like how STALKER is another Doom or Sins of a Solar Empire is another Command & Conquer only if you oversimplify the ideas to the point of uselessness?

      Face it, there's no credible argument to be made for the idea that games *used* to innovate but don't anymore, things are just as they've always been. If you like that, good, if you don't then pity, but no, things weren't "better in the good ol' days".

      --
      No problem is insoluble in all conceivable circumstances.
    21. Re:Today's gaming is not fun anymore. by KDR_11k · · Score: 1

      Game producers need to learn to take risks again.

      I'd rephrase that as "Game producers need to properly recognize risk". What is more risky: A 50 million USD cinematic first person shooter launching alongside Call of Duty/Halo or a 5 million USD innovative title? To compete against the big names in established genres you need to invest loads of money and then hope that your dev team can pull it off well enough to beat the established kings of the genre (and even then other factors can screw you over), if you go where nobody else is you can get away with much less effort invested into expensive areas like cinematics and graphics.

      Even more, a sufficiently skilled game designer will be able to recognize whether a game concept will be commercially successful, just putting some programmer or artist on the job won't get that job done but with sufficient understanding of what people really want you can find a good concept before you even start throwing serious development resources at it. Without competition to drive up the costs you can release a product that didn't cost much to make and brings in a TON of money. Look at the things Nintendo has been doing recently, many of their biggest successes were cheaply made games that simply went where nobody else did (and in areas like the virtual pet games there simply wasn't competition that could stand up to the gameplay quality Nintendo delivered).

      There are two ways to make a hit: Brute force it with massive investments to deliver great production values and a gigantic marketing push (the marketing for CoDMW2 was about 250M USD) or hire really skilled people and deliver something that sells even more despite costing a fraction.

      The worst you can do is stuff an avid gamer into the game design position, what you need is someone who can handle people well and can determine their demands, not someone who played competing games X, Y and Z and decided to make something "better". And get rid of those incompetent managers who decide that running into the same market as several gigantic competitors is a safe bet.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    22. Re:Today's gaming is not fun anymore. by Anonymous Coward · · Score: 1

      no mate, it's almost all crap. the games industry is fast becoming the best example of how quickly a profitable business can attract the wrong people and implode.

      most of the home grown stuff (flash + indie games) are interesting but "industry" stuff is garbage.

    23. Re:Today's gaming is not fun anymore. by 91degrees · · Score: 1

      Retro gaming is a bit of a niche hobby. The main advantage is that there are a lot of games available for free. If it had serious marketm then developers would be rehashing those games a lot more.

      So, there are small publishers and independent game developers. If there was a substantial market for original ideas, someone with an original idea would see the niche and would surely do unexpectedly well. They don't. Lack of originality is the fault of the customer.

    24. Re:Today's gaming is not fun anymore. by Sam1230 · · Score: 1

      Isn't it interesting - and telling - that the art put into the marketing for a game often looks better designed and higher quality than the art put into the game itself?

    25. Re:Today's gaming is not fun anymore. by yuhong · · Score: 1

      Yep, I know, MBAs that think they know how to manage anything. Yep, board of directors should no longer default to these people.

    26. Re:Today's gaming is not fun anymore. by Anonymous Coward · · Score: 0

      This all comes down to money, and is part of the evolution of the industry itself, of which part is almost doing its best to stay unfixed.

      Since high quality - (technical/presentation) - current games cost a lot of money to make and are seen as a risk, they are afraid to take any chances when making one. Since only a few companies can afford to make them in the first place we wind up with the current situation.

      Only when the cost of producing a standard quality game - (i.e. good enough graphics/presentation/technically) - becomes low enough for more people - (especially talented amateurs) - will this change.

      Of course, some of the industry don't want that to happen, because some people are afraid they'll lose their jobs. I'm sorry but this has happened in every other industry - deal with it - by trying to postpone it you're only making the end result worse.

      This has now happened or is happening to the film and music industries - the cost of producing a standard quality product there is no-where near as high as it used to be, which is why their industries are now flourishing - (even if parts of them are complaining, because they can't deal with the change).

      The computer games industry has not yet entered that phase of its evolution, however, but of course a lot of people want and/or have thought it should have by now - (since all the other entertainment industries have) - even though the computer games industry will always be 20-30 years behind the film and music industries.

      Just give it time...

    27. Re:Today's gaming is not fun anymore. by icebraining · · Score: 1

      And you'd be wrong.

      Why? I'm not saying it's an absolute peak and never has been or will be better music, but it can be a relative peak we haven't achieved since.

      living in the nostalgia-fueled culture of the baby boomers.

      My country was a closed dictatorship 'till '74, and little international music entered it, with few exceptions like the Beatles (even Coca-cola was forbidden at the time). The nostalgia around here is mainly from the 80s, when people actually started listening to outside stuff.
      Most of my music was discovered by myself; I like plenty of stuff that I don't know of anyone who likes it.

    28. Re:Today's gaming is not fun anymore. by jewishbaconzombies · · Score: 1

      RE: Indie games? oh yes - and the largest platform for indie games are iPhone / iPad / Android (Android - not so much now, but I can see it getting better at some point if the tools ever get stable (I've heard horror stories)).

      And it shows in the product. Most are inexpensive, simple to play, conducive to enjoyable short rounds, and most of all - are accomplished with teams that are small and uncluttered without institutional stupid from the status-quo. Yes, there's a big uptick in signal-noise, but good LORD there's games that blow me away with their originality every day.

      I've bought more games in the last month for my iPhone & iPad than I have for my computer in the last 5 years (probably longer) - and I ditched consoles years ago (loved the PS2 - back in the day, but as the stack of "unfinished games" grew, that pretty much doomed the genre for me).

    29. Re:Today's gaming is not fun anymore. by bigstrat2003 · · Score: 1

      As a guy born in '85 who hates (most of) the music of the 60s, I beg to differ. The 70s, on the other hand... that was probably the peak of music (in my not-so-humble opinion), with some spillover into the 80s. There has been good music after the 80s, but not on such a scale.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    30. Re:Today's gaming is not fun anymore. by bigstrat2003 · · Score: 1

      Just in case you weren't aware (your post reads to me as if you aren't): there was a New Super Mario Bros on the DS before the Wii. It's very good, although if you've played the Wii game you're not missing out to the extent that you should pick up a DS just for that. At the time, though, it was the first real Mario game we had had since Super Mario World, it was an amazing breath of fresh air.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    31. Re:Today's gaming is not fun anymore. by lostros · · Score: 1

      Game producers need to learn to take risks again.

      I'd rephrase that as "Game producers need to properly recognize risk". What is more risky: A 50 million USD cinematic first person shooter launching alongside Call of Duty/Halo or a 5 million USD innovative title?

      This reminds me or something I heard Kevin Smith say in a Q & A one time. A guy in the audience asked him if studios ever put pressure on him to deliver a blockbuster movie. His response was something like "No dude, they love my movies. People think that but they don't understand how the industry works. They love me because my movies cost like 17 million to make, and earn like 35 million, and then have like another 30 million in dvd sales. They'd let me release 40 a year if i wanted."

      Much as i hate to say hollywood has something right....

    32. Re:Today's gaming is not fun anymore. by tsotha · · Score: 1

      Risks are bad for business. As long as consumers are willing to pay $60 (or more - sorry Aussies) for the same game except with marginally better graphics, there will be no risking.

    33. Re:Today's gaming is not fun anymore. by rastoboy29 · · Score: 1

      You should check out the independent developers (indies).  LOTS of crazy new stuff happening in that realm, and I believe it is the future.

      For example, check out the game in my sig which I developed by myself using Torque.

    34. Re:Today's gaming is not fun anymore. by antdude · · Score: 1

      Ditto. I play a lot of Indie and Flash games these days, and don't have time to play a lot so I through them with one or a few plays like if I was playing arcades. At least some of those are creative. For example, http://www.ea.com/1/rhythm ... That was a creative game. It won in EA contest.

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    35. Re:Today's gaming is not fun anymore. by OrangeCatholic · · Score: 1

      >things are just as they've always been.

      There are a lot of game genres that have dead-ended. Most of them, actually.

      Fighting games reached their logical conclusion with Marvel vs Capcom. Nobody is going to play a fighting game ever again. Nobody wants to learn codes, or have a 34-hit combo pulled off on them by a Chinese kid.

      Shooting games reached their logical conclusion with bullet hell.

      FPS reached its logical conclusion with Duke Nukem. The first one. Well okay, Team Fortress was cool too.

      Space piloting games pretty much ended with Descent. After that, everyone tossed their joysticks.

      Platformers ended with Mario64. Woah, you can control the camera? Better never do that again. It's too confusing.

      Sports games reached their logical conclusion the moment they were officially sanctioned.

      RPG's were strong on early PC, and then got ruined by the Final Fantasy franchise.

      Driving games? Who knows. But I can tell you I had a steering wheel in 1983 and I've barely seen one since.

      So as you can see, a LOT of genres aren't even worth playing. They are over. If you're young, it's "new to you," but to anyone else it's technically correct to call them rehashes.

      The innovation I'm seeing is in RTS (multiple unit control), tactical fighting (basically chess), and tower defense (basically solitaire). In 2010, if you ask me to play chess, I'm going to say, "Does it have a longbow and rifle? Does it have terrain effects? How does the rain affect the accuracy of the rook when it shoots? Oh it doesn't shoot, then what does it do? How do I level it up?"

    36. Re:Today's gaming is not fun anymore. by OrangeCatholic · · Score: 1

      Ever play Seven Deadly Sins? You'd never think a game where you have to get a girl drunk and have sex with her would be so goddamn charming.

      The flash industry could probably use some quality control and maybe a technology other than Flash lol. But otherwise, it's like a fucking talent explosion. The games aren't even shallow either - I'm finding more and more that have save functionality, and in terms of gameplay have as much features as comparable freestanding games on either PC or console.

      No 3D games yet, but at this rate, that'll probably happen tomorrow.

    37. Re:Today's gaming is not fun anymore. by OrangeCatholic · · Score: 1

      FPS was a hack anyway. Remember Wolfenstein? Precious little 3D code in there. That was "3D" done with sprites. Now think back to Phantasy Star I. Remember those dungeons? How about Bard's Tale? Same dungeons. Ultima I? Here you go:

      http://www.mobygames.com/game/dos/ultima-collection/screenshots/gameShotId,23667/

      That's 1981 for you. The graphics have gotten better since then, but the perspective is the same. Is he too close for a rocket launcher?

    38. Re:Today's gaming is not fun anymore. by Anonymous Coward · · Score: 0

      The MBAs come in because they understand business and take all the art out of it.

      Ramen!

      It might not be the case every time. But my experiences are exactly what you describe. Engineering used to be a fun, creative process-- with the usual BS formality and paperwork. But lets say 10% was a creative process. Now, if something can't be quantified (poorly) for "analysis" by the managers, then it is either bad, or not worth considering. The engineer's job is no longer to make the technical decisions, but to acquire, package and present the data to managers, who then make the technical decisions--(usually based on all the knowledge that you can pack on a quad-chart or PPT slide).

      Just to inspire the younglings: My last two jobs (~2 years) have been completely without opportunities for creativity. I know a software package and have a certain skill in analysis, so that's what I do, every day, over and over again. It takes *me* about 20 minutes to analyze a data set and make an informed decision, because I am en expert. But since I don't get to make the decisions, I spend days packaging the data (dumbing it down) for managers and explaining their different options. Couldn't I just make the decision? No. Because the managers need my slides and analysis in a presentable format so that they can put it in *their* presentations to their managers. (Of course this only happens when there is no real decision to be made. The managers make it look like there is some urgent decision or action that has to be taken, when in fact the engineers have usually already fixed the issue. It's theatre. And it makes my fucking blood boil.

      I honestly think that there needs to be a CS/engineering uprising where engineers and scientists take over all the management roles in companies. The odds of being a good manager get pretty slim when you can't think like those who you are managing....

      For the managers with no technical backgrounds who feign competence: Every opportunity that I have to expose you as a liability to the company or as incompetent and worth firing, I will take it as far as I can, with no regard for my own career. I hate your affect on the engineering profession that much.

    39. Re:Today's gaming is not fun anymore. by KDR_11k · · Score: 1

      Are you just typing random words? That makes no sense.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. Gee.... by NetNed · · Score: 4, Insightful

    I can't believe gamers are unhappy being charged upwards of $50 a game and having to pay for every little add-on that used to be free or handled by a modding community that did it for enjoyment. No the companies have to lock down their software and lose a part of what made certain series of games sell, at least on the PC side, the modding. Who would have thought the console would wreak gaming on a PC too.

    1. Re:Gee.... by Anonymous Coward · · Score: 1, Insightful

      I certainly don't like paying $50-60 for a game only to be asked to whip out my credit card to access a certain quest in an RPG, or to download a few new maps in an FPS.

      And something tells me that the guy coding it didn't like it either, but naturally he's forced to say, "Yes sir, right away Mr. Kotick."

    2. Re:Gee.... by KDR_11k · · Score: 4, Interesting

      The game industry is trying to wring growth out of a stagnating customer base, that requires increasing the money each customer pays.

      Maybe modding will finally move to where it belongs: To opensource engines that give you access to ALL code, not just the parts included in the SDK and no central authority that'll decide it's no longer worth the money to keep fixing bugs because users are supposed to move on to the next iteration of the product..

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Gee.... by Jedi+Alec · · Score: 1

      Some companies do a lot for the modding community and get handsome rewards in return, just look at valve for instance.

      It's quite easy to see which companies are in it strictly for the money and which ones truly care about what they put out there. The latter category tends to give modders and enthusiasts a pat on the back and quite often a job offer if the work is truly good(Valve, CCP), the former contacts the law department to fire off the cease and desists.

      Funny how the former category is more focused on the console and the latter still sticks to the pc...

      --

      People replying to my sig annoy me. That's why I change it all the time.
    4. Re:Gee.... by Anonymous Coward · · Score: 0

      "lose"

      Congratulations Sir, let me shake your hand...

    5. Re:Gee.... by Anonymous Coward · · Score: 0

      The console games have a resale values.

      PC games have none.

      I'm mostly a console gamer and my average cost per game is 15$. And I buy those games new. Next tuesday I'm going to the store to buy StarCraft 2, it will cost me 60$ and I'm stuck with the game for life, even if I don't play it anymore in 2 months.

      Console games are much cheaper.

      Now About community modding: Try LittleBigPlanet, ModNation Racer on PS3. You'll be amazed by the free add-ons on console !

    6. Re:Gee.... by Dahamma · · Score: 1

      Well, regarding the cost, I guess it depends on the game. I fine with paying $50 for a game (and more for add-ons) if they provide 30-40 hours or more of entertainment (some still do!) $2 an hour? Sounds good to me. Go see a first run movie and it's at least $6 an hour now.

      If you don't want to pay that much, then wait a while and pick it up used for 1/'2 that... just like waiting for a movie to come out on DVD/BD.

      Honestly, I might have agreed with you 15 years ago, I guess now that the value of my free time is worth so much more than the cost of the game or movie that consumes it, I just don't care anymore :) Though obviously the majority agrees, otherwise these games and movies wouldn't succeed in the marketplace...

    7. Re:Gee.... by OrangeCatholic · · Score: 1

      I find it interesting how Starcraft and Warcraft have huge map-making communities that have sprung up around increasingly sophisticated editing software, some of it enabled by Blizzard, some handwritten to be even more powerful.

      And yet within Blizzard they seem to have no concept of how these fan-made games actually work. By 2006 or so, the company finally released a pair of custom maps, both of them fairly sophisticated, one of them plagued by memory overflows so severe that it was unplayable.

      It turns out these memory overflows are caused by a lack of garbage collection in their editing software, something that fan-made software was designed to fix. I also didn't have much luck importing sounds or music into maps, importing models is scary (but others do it), and there's no free-text programming (it's all click-through menus, which is very slow for large projects).

      Oh, and since the map info is stored in some kind of database in memory, changing one numeric value on one unit can freeze your computer for sixty seconds while it grinds that one change into the map. That also slows you down. A lot.

      We'll see what happens with Starcraft2. The Warcraft editor was a huge improvement over the Starcraft editor, but as you can see, also plagued with some big problems.

  6. Welcome to a highly competitive industry by SashaMan · · Score: 4, Insightful

    My guess is that there's not much that can be done to combat this given that game development is such a highly competitive industry. I bet you'd find a similar atmosphere in Hollywood - the millions of wannabee actors and actresses that move to LA all dream of being the next Julia Roberts or Tom Cruise, but the vast majority will end up bitter, dejected, and many will be making porn.

    Similarly, all those game developers dream of building the next Warcraft, but the vast majority will end up bitter, dejected, and many will be making porn sites.

    1. Re:Welcome to a highly competitive industry by Anonymous Coward · · Score: 1, Funny

      Thus leaving the rest of us staring at the porn clips and trying to decide whether or not it really is worth it to give these people our credit card numbers...

    2. Re:Welcome to a highly competitive industry by Tablizer · · Score: 1

      the millions of wannabee actors and actresses that move to LA all dream of being the next Julia Roberts or Tom Cruise, but the vast majority will end up bitter, dejected, and many will be making porn.

      Now a days, the successful actors and actresses do both.

    3. Re:Welcome to a highly competitive industry by fermion · · Score: 3, Insightful
      It is not just it is highly competitive, it is also the expectations of the people coming in. With game development, some people want to do because they have fun writing video games. They may have some skill, and may get a job, but what they don't realize is that to earn the money they have to write the games that others enjoy, not just the elements they enjoy, and have to do it such a time frame that the game gets released in a reasonable time.

      So in some ways it is like Hollywood, in some ways it is not. In some ways it is like other industries, mostly not. A financier is in it to make money, and is not going to throw a fit because the grue is the wrong color. An engineer is mostly not going to have a temper tantrum because someone modifies his truss. In most other industries there are measurable. We might get frustrated but life goes on.

      This is mostly a case of not confusing a hobby with a job. If one wants total creative control, have a hobby. If one wants revenue, get a job. I think many game developer think they can maximize revenue and simultaneously keep it as a hobby.

      --
      "She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
    4. Re:Welcome to a highly competitive industry by mrmeval · · Score: 1

      "The music business is a cruel and shallow money trench, a long plastic hallway where thieves and pimps run free, and good men die like dogs. There's also a negative side." --Hunter S. Thompson

      You can replace music with any entertainment industry and it will be accurate.

      --
      I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    5. Re:Welcome to a highly competitive industry by Anonymous Coward · · Score: 0

      I like the making porn part.

    6. Re:Welcome to a highly competitive industry by oldhack · · Score: 1

      "... the vast majority [of aspiring actors] will end up bitter, dejected, and many will be making porn."

      So what you are saying is, they finally see the light and end up making an honest living, in short a happy ending? Amirite?

      --
      Fuck systemd. Fuck Redhat. Fuck Soylent, too. Wait, scratch the last one.
    7. Re:Welcome to a highly competitive industry by whereiswaldo · · Score: 1

      and many will be making porn sites.

      Care to site your sources? ;-)

    8. Re:Welcome to a highly competitive industry by Kell+Bengal · · Score: 5, Interesting

      Engineer here - I wish I could say that you were right about engineers. Believe you me, we have just as many argumemts; however, the stakes are often higher and so the politics fall by the wayside in the face of numbers and simulation. That doesn't mean trivial things don't blow out of proportion, though...

      Bizarrely, the first spat I was involved in at my current place of employment revolved around whether a stiffening section could be correctly referred to as a 'truss' (as I called it), or whether it was a 'strut' (as my boss called it). I pointed out that a truss is made up of struts, but I was quickly admonished by my boss and told that a truss consists of pin-jointed members only, whereas this was a single piece of material with cutouts in it and it therefore could not be a truss. Now, I disagreed and cited numerous texts which provide examples of trusses (such as the box truss) which support moments at corners - and that was when my boss fired me. As it was, we realised that it was ridiculous and I was immediately rehired, but you can see how something as minor as terminology can get out of hand. Ultimately, we compromised and referred to it as a 'web' in the documentation.

      --
      Scientists point out problems, engineers fix them
      altslashdot.org: The future of slashdot.
    9. Re:Welcome to a highly competitive industry by Anonymous Coward · · Score: 0

      I started making porn sites and ended up making games. I wish I had stuck to the porn sites I had a better social life and got invited to parties.

    10. Re:Welcome to a highly competitive industry by oncehour · · Score: 4, Insightful

      So let me get this straight:

      You were fired for having a dissenting opinion, and then you gladly accepted to be rehired once your boss came to his senses? Do you really want to work with someone who would fire you over a technical debate?

      Most of the people on my team debate with me about the odds and ends of all sorts of technologies. Sometimes I'm right, sometimes I'm wrong. I'd never fire someone for disagreeing over terminology. That just seems like it'd lead to me never getting the advice I really need when I really need it due to employee fear.

    11. Re:Welcome to a highly competitive industry by 91degrees · · Score: 2, Interesting

      One other way of looking at it is that it's a boss who is willing to accept that he's made a mistake and reverse a decision.

      Add to that the whole getting paid thing, it seems like a sensible choice.

    12. Re:Welcome to a highly competitive industry by oncehour · · Score: 1

      Well, my argument would be that a boss that would make such a decision probably wouldn't be worth working for long term. It's my job as a boss to see that work gets done efficiently and that quality standards are met. It's my job to organize people, make sure appropriate information is routed to the right people, and that internal politics are removed from the work environment for my core producers so they can do what they do best.

      It's not my job to exert my authority and make snap firing decisions of key (or even minor) resources over a debate. Doing so is harmful to the company and does no good other than to bolster my own ego. It's exactly the problem with employers in the US today. They think because they write a check they own you. Short term this probably works, especially in a financial crisis, but long term I'm not convinced it makes for a strong company or an empowered employee.

    13. Re:Welcome to a highly competitive industry by Kell+Bengal · · Score: 2

      He was just flustered and we laughed - it was one of those things where things get out of hand and it becomes a tempest in a teacup. Sometimes even sane people get a little crazy.

      --
      Scientists point out problems, engineers fix them
      altslashdot.org: The future of slashdot.
    14. Re:Welcome to a highly competitive industry by Anonymous Coward · · Score: 0

      Video Games and Porn!
      http://www.spankwall.com/#/video%20games/1

    15. Re:Welcome to a highly competitive industry by conares · · Score: 1

      Why did you get modded isightful? You said you were guessing, but still got modded insightful???

      Insightful, A sight or view of the interior of anything; a deep inspection or view; introspection; frequently used with into. (from wiktionary)

      --
      That, that really grinds my gears!
    16. Re:Welcome to a highly competitive industry by chris.alex.thomas · · Score: 0

      perhaps he just did it for the lulz? then figured tomorrow all the work of getting a new employee and then said "naaaa!!! only joking!!"

    17. Re:Welcome to a highly competitive industry by Anonymous Coward · · Score: 0

      Yes you accept the rehire and start looking for another job.

      PS: its time for the company to look for a new boss, this ones bad for business.

    18. Re:Welcome to a highly competitive industry by Rogerborg · · Score: 1

      Sometimes even sane people get a little crazy.

      Uh no. No, they don't. Sometimes crazy people act sane for a while.

      You don't go back to an abusive boss any more than you go back to an abusive spouse. It wasn't a one-off, and he won't change if you just love him enough.

      --
      If you were blocking sigs, you wouldn't have to read this.
    19. Re:Welcome to a highly competitive industry by Albatrosses · · Score: 1

      Care to site your sources? ;-)

      Shouldn't that be cite? Or-

      Ooh, I see what you did there.

  7. Yeah! Submarine games! I miss those. by AnonymousClown · · Score: 1
    I wish someone would modernize 688 Attack Sub and other submarine games - I can't even remember them all. They had them for the Apple II and Dos. The PC version of 688 Attack Sub (I think that's what it's name was) had multi player mode back then, too. The last submarine game I saw on the shelves years ago was some sort of underwater fighters game - it was like you "flew" this submarine in the 31st century or some such nonsense. I want WWII German Wolfpack or Cold War shit!

    If there's something like that now for today's machines, I haven't seen it.

    And they need to can the back story "video" shit. I don't want to see how the character got the job or whatever.

    See, that's why I haven't played a video game in years.

    --
    RIP America

    July 4, 1776 - September 11, 2001

    1. Re:Yeah! Submarine games! I miss those. by Narishma · · Score: 1

      Didn't Ubisoft release one such game just last year? Or was it this year? I don't remember. The only reason I remember it is that it was the first to use their new DRM scheme that requires being connected to their servers in order to play the game.

      --
      Mada mada dane.
    2. Re:Yeah! Submarine games! I miss those. by Anonymous Coward · · Score: 0

      Get the pirate version, it works offline.

    3. Re:Yeah! Submarine games! I miss those. by KDR_11k · · Score: 1

      There have been sub games after Aquanox (which I assume is what you saw). Silent Hunter 5 might be an option, don't know about the quality of that but I think it's very recent. Might even have Ubisoft's retarded DRM so only the console versions of that would be an option.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Yeah! Submarine games! I miss those. by tsotha · · Score: 1

      Yeah, Silent Hunter 5. The DRM wasn't that bad, actually. The problem was the game as, you know, a game was worse than the one two versions previous.

    5. Re:Yeah! Submarine games! I miss those. by ImNotAtWork · · Score: 1

      check my sig.

      --
      open source sub sim. I might start coding again for this. http://dangerdeep.sourceforge.net/contribute/
  8. A new fun game idea by Anonymous Coward · · Score: 0

    We now need a version of Wii, Move, and Kinect domestic violence. This will solve all our problems.

  9. The Biggest Issue With Journalism by Kneo24 · · Score: 4, Insightful

    If gaming journalists didn't want half of the flames they get, maybe they could actually try doing their job a little better. Don't get me wrong, I know full well that sometimes committing your feelings and thoughts down to a piece of paper can be a daunting task. Yet, a lot of reviews we all see never jive with their arbitrary scoring system. Why is that if three-quarters of your review is negative, the game still gets an 8.0? An 8? 8 should be considered good. Not great, but well above part. Likewise you'll also see massive praise, but the game will score a 7. Come on. You can't find something negative to say? Something clearly wasn't working for you, so figure it out or up the score.

    And then all the reviewers do is complain that people piss and moan about their articles. Well shit son, if I wrote like you did on a consistent basis, I'd deserve all the flames I was receiving too. Yet, when you point these very things out to them, it goes right over their head.

    Really, are we readers possibly asking for too much when we want their arbitrary scoring system to coincide with what's written?

    1. Re:The Biggest Issue With Journalism by Purity+Of+Essence · · Score: 4, Insightful

      Really, are we readers possibly asking for too much when we want their arbitrary scoring system to coincide with what's written?

      Yes, you are asking too much when you expect an arbitrary scoring system to be anything but arbitrary. They're idiotic because they are made for idiots. Read the reviews, read the critiques, ask your friends, play the demos, and forget the stupid score card.

      --
      +0 Meh
    2. Re:The Biggest Issue With Journalism by icebraining · · Score: 1

      So true - in fact, I read replies to letters by the reviewers themselves saying just that in other words. It's just expected so they have to do it.

    3. Re:The Biggest Issue With Journalism by Anonymous Coward · · Score: 0

      The reason why you see the wacky ass scores is for two primary reasons:

      1. The journalists do not want to lose favor with the big publishers by giving their latest so-called AAA title a bad score, even when the game is garbage. Not only do they stand to lose advertising money, but they also stand to lose their "exclusive" access to information. What happened to Jeff Gertsmann when he dared give Kane & Lynch less than stellar reviews pretty much justifies these fears.

      2. Journalists also do not want to lose favor with their readership, and unfortunately, the gamer they described in the article (ungrateful, entitled, bigoted, etc.) IS their target readership. What this means is that the magazine will likely not give the latest installment of a "beloved" franchise anything less than an 8.0. Hell, some people were frothing mad when Twilight Princess got 8.9, or as another example, when MGS 4 got a 9.3.

      Obligatory PA: http://www.penny-arcade.com/comic/2008/6/13/

      They don't want to lose readership for giving latest Final Fantasy spin off a 6.0 (even if it is completely deserved).

    4. Re:The Biggest Issue With Journalism by rxan · · Score: 1

      "This is an overall score, not an average."

      Many gaming sites have that line on their review scores. The graphics or voice acting may have been crap, but did it affect the gameplay? Maybe the gameplay was great, but it had horrible DRM, so it gets a lower score. Maybe a game even had amazing graphics but it failed to make up for the shallow mechanics. There's many things that go into review scores and I don't really think this is hurting the industry as the article states.

    5. Re:The Biggest Issue With Journalism by KDR_11k · · Score: 1

      I think that's just writers sucking. Often the complaints/praises have different weights but they aren't expressed properly. I recall reading a review that was practically glowing except for several mentions of repetitiveness, that ended up being the critical problem of the game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:The Biggest Issue With Journalism by zero0ne · · Score: 1

      check out bit-tech.net

      One of the few gaming sites I have found that rarely show bias for stuff... I rarely see a game out there that gets more than a 8, with the majority getting between a 4 and a 7

      They also have some awesome down-to-earth write-ups of new CPU / GPU / RAM architecture. If I remember correctly the new i5 / i7 series architecture article was 12 pages and went into great lengths about it. (FYI 1 page is NOT just 2 paragraphs of content and 20 ads and 12 pictures)
      i7 Architecture Dive

    7. Re:The Biggest Issue With Journalism by cappp · · Score: 1

      Check out the actual numbers - it's rather interesting. Eurogamer's 2009 ratings end with an average score of 6.8 over 405 reviews - the mode is 8 (113 reviews) followed closely by 7 (105). There were 88 games rated as under 5 and 43 as over 9. The site is quite fun to play around with, especially when comparing writers.

    8. Re:The Biggest Issue With Journalism by Dahamma · · Score: 1

      Won't happen. Why? While exceptions exist (Zero Punctuation!), these are not people who passed up that position at the New York Times for "Game Informer". They took this job because real journalists won't go near it, and someone told them "you get to play games all day and then write what you think!" These days I'm happy if they can string together a coherent sentence, let alone provide consistency or objectiveness in their reviews :)

    9. Re:The Biggest Issue With Journalism by n+dot+l · · Score: 1

      The review is written by the reviewer. The score is purchased by the game publisher.

  10. Game dev is technically difficult and challenging by perpenso · · Score: 5, Insightful

    Why is there so much strife in an industry ostensibly focused on having fun?

    The focus is fun for the gamers. For the developers its work and/or business. While the products can be fun the development side can be some of the most technically difficult and challenging. I've worked on software for embedded devices, telecommunications, molecular modeling and visualization, and games. Modern games are far more difficult than most outsiders imagine.

    There is hardly a traditional area of computer science where in depth knowledge and proficiency is not required. Architecture, data structures and algorithms, artificial intelligence, database, graphics, numerical methods, ... Add to this the competitive pressures where you have to maximize performance for a given hardware platform. There is little room for error in any of the areas.

    That said, the greater the challenge the greater the satisfaction upon success.

  11. The new game is the old game by Gareman · · Score: 2, Insightful

    You have the same problem in the venerable table top game industry: people (fans really) willing to work irrationally hard for the chance to be close to their hobby without commensurate compensation. When the industry begins to fade, and it's clear what they do is actually work, there is inevitable disillusionment. What's the solution? Also like the tabletop gaming industry, economics is telling us there are too many companies. Yes, fans want an enormous selection, but the business model is unsustainable. However, also like the tabletop gaming industry, there will always be some shmoe willing to work for a buck an hour for the chance to be a game developer. Smart people, those who can do anything else, those that don't see games as a calling, would be wise to flee.

    1. Re:The new game is the old game by bazorg · · Score: 1, Insightful

      Also like the tabletop gaming industry, economics is telling us there are too many companies.

      what, all 3 of them?

    2. Re:The new game is the old game by Anonymous Coward · · Score: 1, Interesting

      A lot of money goes into marketing and a lot of other things except game development sound, graphics, and plain code. All you get is expensive low grade, low satisfaction games. They cripple games by trying to capture as many areas of the market by removing certain feature, oversimplification being a key word, the golden era of games came and went. Look at the games on abandonware sites, see how original they were, you'll find nothing like it today. Most of them are clones of clones of clones ...

    3. Re:The new game is the old game by tepples · · Score: 1

      Most of them are clones of clones of clones

      Dang right. The last new genre was in 1996 when Parappa the Rapper for PS1 launched the rhythm game genre. Even Katamari series is just Bubbles (1982) redone as a 3D platformer.

    4. Re:The new game is the old game by Kell+Bengal · · Score: 1

      Also, there is more emphasis on making games that are hollywood blockbuster-esque titles, which are 'reliable' than on innovative small games that cost a fraction of the price. This is why small indie developers are gradually gaining a foothold in the market - their development costs don't run into 7 digits, but they can still make money. And, because they are focusing on fun gameplay mechanics first and foremost (rather than catering to an existing segment), their appeal is broader and longer-lived.

      --
      Scientists point out problems, engineers fix them
      altslashdot.org: The future of slashdot.
    5. Re:The new game is the old game by drinkypoo · · Score: 1

      Dang right. The last new genre was in 1996 when Parappa the Rapper for PS1 launched the rhythm game genre

      And you might say it was invented in 1977 with the creation of Simon.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    6. Re:The new game is the old game by Xveers · · Score: 1

      But at the same time, the tabletop games industry is also evolving in ways that conventional gaming isn't. The fact that outside of a few core lines (DnD, WoD), pretty much every major range has gotten hammered and bled white. A lot of smaller companies have folded and disappeared, and some "universes" have ceased publishing, but just as many small companies have reoriented their business and are still pushing new, creative products. Online retail has worked to supplant many smaller run games and keep them functional when distributors refuse to carry them. Online also allows smaller communities to organize and help sustain themselves. I know (not personally) of several small-time game "designers" and writers who are using POD and 3d prototyping to give their muses form in a commercially viable way. Not enough for them to live off, but enough for them to have pride in the fact that the stuff they made is out there and "they made it".

      Sadly the bar needed for computer games to accomplish the same is brutally higher. Tabletop has the luxury of using comparatively static deliverables: Dice (already mass produced), printed and bound books (ditto), and normal table space. The depth of creativity seen depends entirely on how they wish to present their product. Clean line-art, home done diagrams and perhaps a nice 3d image for the cover can be done with surprisingly little resources that bankrupt few, and can often be done by a single person. Marketing, if done, can often be sustained merely by being involved with the community on a few websites, posting snippets of information and eliciting play tests and kibitzing.

      Barring something along the lines of Tarn Adams' "Dwarf Fortress" (in my opinion, probably one of the most impressive tour de forces in game design, and an avowed decision to play the red queen's race for graphics), any game has at a core four big "hats" that must be worn. Someone must have an overall vision for how the game goes, how things should happen and with what words. Someone must be able to code and create this game, IE doing the actualization of the vision. Another person must create the appearance, graphics and sounds. Finally, someone must pitch (less charitable people would say pimp) the game to the populace. Any one of these tasks can become a full 12 hour a day job. Having one person by themselves wearing two of them is brutal, and accomplishing all four by oneself is virtually murder.

      The final fact that shields classic tabletop from the same eventual fate is the nature of the deliverables themselves. A computer game must have all three elements delivered at once; vision, implementation, and appearance. They must all work together, or the product will fail. The tabletop can go into impressive depths on each of these points without killing itself entirely in any one way. Games Workshop excels at artistic vision and actual appearance; their implementation in my opinion is flawed, but that does not deter a large amount of fans. Avalanche Games has impressive implementation and appearance for their products, but being historical game producers their "vision" is hamstrung by historical fact. Ad Astra Games makes products that have clear vision and amazing implementation, but given cost constraints their appearance is considerably lower on the scale than other, larger producers.

      In each of these cases, products can stand on two of the three legs safely, and enjoy commercial success in a pool just as crammed full of jaded consumers as video/computer games, competing for a crazy quilt of niches and markets. Games gutted for their laughable rules still get bought for art. Games with art done by physics students get bought due to excellent rules, and games that have no implementation or appearance are still bought for the ideas they impart. A computer game that has terrible graphics (but is strong in the other points) is derided as being ugly and a point of ridicule. Ones with no vision are laughed at for being cookie-cutter money grabs, and ones that have terrible implementation are dismal failures across the board.

      TL;DR Lower barriers to entry allow people to create table top games that can reach the market and possibly become a hit without sacrificing themselves on a producer's altar.

    7. Re:The new game is the old game by tepples · · Score: 1

      Simon is a repetition game, but it's turn-based, and rhythm has nothing to do with it.

  12. organization type... by Anonymous Coward · · Score: 0

    Maybe its because of the organization type.

    Back in the day when music started to become an "industry" it was done with buddies and pals or they knew somebody and they had talent and then they made music. It was about personal relationships and people put faces to names and names to groups and songs in albums etc...

    We had a personal relationship with Lord British. We kind of had that van halen effect when Carmack went on his ego trip and destroyed id. Blizzard gave us a personal relationship with Battlenet and supporting their games but went all Metallica on us by suing the b.net guys and charging us our first born child for wow and making us grind. For the rest of the industry its been turned into a no name chum factory, not really listening to us but pushing more of the same crap with little or no value.

    The music industry now has 1 good song per album and 7 songs of crap. The LP art is gone and we get nothing for our money. They are starting to get the picture now that we wont buy there peddled crap and lowering prices....but the software industry still needs to learn that lesson. We wont but halflife 43 just because it supports 100 gpu graphic cards.

    What has to happen software teams to be rock bands and then they will get paid like them... work out deals like musicians if you have a good game...otherwise churn out muzak

    1. Re:organization type... by Anonymous Coward · · Score: 1, Interesting
      Quote The music industry now has 1 good song per album and 7 songs of crap. The LP art is gone and we get nothing for our money. They are starting to get the picture now that we wont buy there peddled crap and lowering prices....but the software industry still needs to learn that lesson. We wont but halflife 43 just because it supports 100 gpu graphic cards.

      Very true. Back in the day we used to read every detail of the sleve notes. Pour over the Cover graphic especially if they were done by Hipgnosis, Roger Dean or Storm Thugerson. Think if thr iconic artwork on many Pink Floyd Albums from the simple Prism to the man on flames. Pure Genius.

      Fast forward to today. What do we get? SFA that's what.

      The games industry are going down the same toilet at the Music one already has. Recycling old stuff at hugely inflated prices.
      Then there is DRM. All in the name of anti piracy. Well, if you really produced something totallt original then perhaps this latest 'Be on-line all the time' might be justified. IMHO, you sick just like the Music Industry.

      Yes, I play Super Mario on my PC via an emulator. Lots of my gaming friends do the same. We don't buy the recent releases because the SUCK. And SUCK Bigtime. Why should I have to be online to play a game while I'm on the train during my moring commute? Especially as there are several tunnels and dead spots on my journey. No thank you STEAM, Valve or whoever.

      I'd rather play DRM free stuff thank you very much. Oh yes, I will pay for the privelege. I don't pirate apart from giving a new one a trial. If I like it then I buy it.

      All my gaming friends have the same stance.

      How long have I been gaming?
      Well, I started out playing Adventure on a dumb terminal connected to out VAX 11/780 circa 1980.Nowadays, I don't play anything regularly that is newer then 2003.

      Gaming Industry! Are you litening? I doubt it.

  13. Oversupply = Exploitation by Tablizer · · Score: 4, Insightful

    The vast majority of those interested in programming these days try to go into game building. After all, it's not sales reports and data-entry screens that motivate most.

    This means there is an oversupply of game programmers, which results in long hours and exploitation.
         

    1. Re:Oversupply = Exploitation by jvalenzu · · Score: 1

      The vast majority of those interested in programming these days try to go into game building

      I don't think that's the case. Everywhere I've worked there's been a demand for programmers and a dearth of qualified applicants. The typical explanation I hear is that non-game industry jobs pay better. Though for my (very casual) observation that's only true at the entry level.

  14. It's an odd disconnect by PhrostyMcByte · · Score: 3, Interesting

    My weirdest experience with gaming has been with the Left 4 Dead series.

    In both games, Valve has spent the first two or three weeks after release fixing any bug big bugs. After that they basically only fix a bug if it ends up crashing the game client. Bugs that allow you to lag out the players, crash the server, change maps when you're not supposed to, get maximum scores for an entire map even when your team dies, and spawn extra infected AI bots exist for both games, and never get fixed.

    After those first few weeks, the only changes they make are ones that are trivial to implement -- very minor balancing fixes like changing the damage things do, or adding game modes that vary what weapons/monsters get spawned. None of the changes the community actually requests are ever added, like a working lobby system. There is basically no communication between the developers and community.

    It's an odd disconnect. Especially for an industry that likes to hire directly out of it's hobby modding community.

    1. Re:It's an odd disconnect by Anonymous Coward · · Score: 0

      More power to them to develop the game that they want to develop and tell the story as they see it. Give everyone exactly what they want and you end up with plots that don't make sense, no challenge, and over balancing characters / classes for mass market appeal. What you end up with is Everquest: Planes of Power. If that analogy is too narrow just think the The Star Wars prequels compared to the original trilogy.

    2. Re:It's an odd disconnect by Kell+Bengal · · Score: 1

      I fail to see how a working lobby, lag-free play and server stability would detract from the story-line.

      --
      Scientists point out problems, engineers fix them
      altslashdot.org: The future of slashdot.
    3. Re:It's an odd disconnect by greenreaper · · Score: 3, Insightful

      That's because there aren't any developers to communicate to. They've all been moved onto another project, even if it's just the sequel.

    4. Re:It's an odd disconnect by Puls4r · · Score: 1

      People make a big deal about the community, but I think you need to ask yourself something. What percentage of the sales go that "community"? I'd wager you see a couple thousand sales, or maybe a 10-20 thousand sales in a popular game that actually end up in the hands of someone who actively posts on-line and wants to mod or develop for a game. How many millions are sold to the public? So where would YOU, were you to run a company, put the emphasis? On programming another game to sell to the millions, or on developing additional tools and content for the thousands?

    5. Re:It's an odd disconnect by eulernet · · Score: 1

      There is basically no communication between the developers and community.

      Since the game was probably finished 3 months before its release, I would say that 30% of the team left at this moment (in general, the first to leave were the most motivated, and those who really believed in the game).

      Out of the remaining 70%, all are completely burnt out, and they won't be able to work for one month, so they are forced to take a vacation.

      After this month, they are immediately assigned to a new project, since companies like to believe that busy workers do not think too much (or at least do not complain too much, due to overwork).

      What is left for fixing the bugs on the released game are junior coders or those who didn't get burnt during the project (the lead coders don't want to spend even a minute on the finished project).

      This is why you have bugs fixed so slowly and so badly.

      (and yes, I was a game developer)

  15. News at eleven. by westlake · · Score: 2

    Working in the entertainment industry is stressful. Big budgets. Big egos. Tight deadlines. Unless you have the magic touch of a Pixar, most of your projects will crash and burn.

    1. Re:News at eleven. by Targon · · Score: 4, Insightful

      The magic of Pixar is that the management understands that you want a positive work environment. Most corporations have clueless managers and executives who have never understood how to motivate people without threats.

    2. Re:News at eleven. by blueman80 · · Score: 1

      Just like in movies, where there is no formula for a "good story," there is no formula for "good gameplay." And it's even more difficult in videogames than other mediums, because there is the convergence of technology, art, and gameplay design, and any component can mess up the balance. You don't design a new camera every time you make a movie. Throw in management, and it's a wonder that any good games get made.

    3. Re:News at eleven. by Klinky · · Score: 1

      I would mod you up if I hadn't just responded to your post...

    4. Re:News at eleven. by Anonymous Coward · · Score: 0

      This is very true in any industry. What a shame.

    5. Re:News at eleven. by Anonymous Coward · · Score: 0

      Most of them never understood how to motivate people WITH threats, either. Or at least not to motivate them in the desired direction...

  16. Inflating expectations by Xelios · · Score: 2, Interesting

    I guess part of the problem is the pressure created by the rising expectations of a "successful" game. Big publishers like EA and Activision aren't content with a game earning back twice what they put in, they're looking for a small fortune from each franchise. It's a problem that's been plaguing the entire entertainment industry recently. Where you used to have hundreds of smaller publishers and developers, all of whom would be thrilled to see a product making a profit at all, you now have a handful of huge, lumbering giants that demand every penny be squeezed out of a project. Companies with entire departments whose only job it is to go through every project and cut costs to the bare minimum, then go through them again and cut the costs even further. At the same time these giants are stifling the smaller competition by flooding advertising mediums and buying up any IP that shows signs of being successful.

    Capitalism may be the lesser evil, but I just feel like it's running out of control these days.

    --
    Murphey's fighting Occam, and we're in the stands.
    1. Re:Inflating expectations by phantomfive · · Score: 1

      Capitalism may be the lesser evil, but I just feel like it's running out of control these days.

      Really? People who are making your entertainment are having trouble, and you think capitalism is running out of control? No, this this and this are what capitalism looks like when it runs out of control.

      There are problems with capitalism, but complaining about the problems with your entertainment getting made just spits on the long history of struggles for workers' rights that we've had, and in some places are still having. Please keep a sense of proportion.

      --
      Qxe4
  17. Why I Respect Jagex by Mr+Pleco · · Score: 1

    I'm a very very long time player of RuneScape. Many scoff when that game's name comes up, but there are few, if any, other games that offer such a widely varied array of activities and freedom of play.

    Why do I love that game so much? Their style of game creation has always been one focus, to make a game that they would want to play. That's how RuneScape was born, and it became a literal overnight sensation. That's why their profits are so low per player compared to other games in the industry. They don't care about profit, they care about fun.

    I started playing RS as a teenager, I went to college to study language because I thought it would be useful, but now I'm switching to computer science. Why? Because I've played a game for the past five years that two men built not to make money, but because they wanted it to be fun. I'm currently building a series of tools for RS players to give me the skills to create my own games that fill yawningly empty gaps in the gaming industry. I want to do what jagex did and build something fun.

    If other game development studios would realize that it's about the gamer having fun and not about the executives making big bucks then they would be a lot happier with their work.

    1. Re:Why I Respect Jagex by Kell+Bengal · · Score: 1

      Sadly, it's very enticing to sell out. Money talks and rich men who want to be richer will always seek out talented people doing good work, so they can benefit from them. For the talent, it's great - they get more money than they could ever have expected and then get support to produce the sort of work they're passionate about. But then the money men start demanding return on investment and guaranteed dividends and suddenly it doesn't look like art, but it looks like work... work for someone who doesn't give a shit how fun the game is. Suddenly you have two different groups of people wanting two different things. But without the executives, the talent would never be able to have the support they need to make the games in the first place. It's this way in every field of human endeavour.

      --
      Scientists point out problems, engineers fix them
      altslashdot.org: The future of slashdot.
    2. Re:Why I Respect Jagex by Mr+Pleco · · Score: 1

      Don't get me wrong, if I started a company that grew to be as successful as, say, playdom, I would totally sell out. BUT I would sell the business entirely, quit my position and totally distance myself emotionally from that business.

      Then I would take my share of selling out and start another business making different games likely, but I wouldn't try to convince myself that after selling out I had any significant influence over the direction of my business anymore, simply because it wouldn't be my business.

    3. Re:Why I Respect Jagex by Kell+Bengal · · Score: 1

      Unfortunately, it's typically a condition of sale that key personnel stay on after transfer for X number of years. That way, they don't have the people who made the company profitable in the first place up and bail the moment they get the cash - nobody wants to buy a company only to have it gut itself of all the competent people.

      --
      Scientists point out problems, engineers fix them
      altslashdot.org: The future of slashdot.
  18. That's not exploitation by XanC · · Score: 1

    That isn't exploitation, it's simply that the developers aren't as valuable as they would like to be, because there are plenty more ready to take their place (the aforementioned oversupply).

    1. Re:That's not exploitation by Tablizer · · Score: 2

      Even the good ones may be exploited because there are plenty of other good ones to replace them for the same money.

    2. Re:That's not exploitation by XanC · · Score: 1

      But that's not exploitation; that's what they're actually worth. They just wish they were worth more.

    3. Re:That's not exploitation by Anonymous Coward · · Score: 1, Insightful

      Mandatory overtime is exploitation.

    4. Re:That's not exploitation by nhaehnle · · Score: 1

      Excuse me, but driving people to work that many hours per week is always exploitation. I would be more inclined to agree with you if what we were talking about was below-McDonald's wages while working regular 40hrs work weeks.

      Continuous crunch periods and excessive overtime as one apparently sees in the games industry is exploitation, end of the story. If you can't manage to get the project done without this exploitation, maybe you should hire more people (probably at lower wages, depending on the job market).

    5. Re:That's not exploitation by Tablizer · · Score: 1

      As a general rule of life, whenever you go where everybody else wants to go, there will be crowds, traffic, lines, pushing, and headaches. I'm the type who would rather seek a nice quiet ignored non-sexy, but needed niche: sewage plant treatment software! Well, maybe not quite that far.

    6. Re:That's not exploitation by XanC · · Score: 2, Interesting

      Nobody's got a gun to the employees' heads.

      The only reason the companies get away with doing all this is that the employees allow it. They could say "no", and back that up by quitting if need be. Then the companies couldn't do it.

      The fact that this doesn't happen means that the developers are being paid fairly for the work that they're doing, whether that work is during "crunch time" or not.

    7. Re:That's not exploitation by thetoadwarrior · · Score: 1

      Except the fact the game industry has always been pretty hard on people's social life so I don't think supply has anything to do with it.

      What I think the issue is that game developers used to do development more for love (does anyone think the long hours put into Doom were in any way forced?), it used to be more causal and therefore more fun to stick around after hours but gaming is more business like and the slave-like hours are still expected because that's the way it used to be and it helps profit margins.

      Combine that with the fact most games are pretty similar, unimaginative and boring. Not being the first one out the door can make the difference from being number one and being a loser. That might lead to you losing your job and maybe even finding it hard to get another job.

      Gaming isn't *that* mature so most of your audience will probably be ungrateful teenage boys and frat boys. It's probably one of the most thankless jobs for anyone other than big players like Miyamoto.

      With all that and a lack of sleep it's no wonder people are stressed and generally in a shitty mood.

      Gaming either needs to get back to its roots and become more independent or someone is going to have to step in and start protecting worker's rights.

      Gaming has quickly become the equivalent to modern day pop music / Hollywood. It's lifeless and lacks innovation and I don't believe that will ever change as long as we continue down the route of big businesses who don't value their employees at all.

    8. Re:That's not exploitation by XanC · · Score: 1

      Agreed with everything except the weird statement about "someone" stepping in to protect workers' "rights".

      They are not forced to work for gaming companies. They can quit if they don't like it there.

    9. Re:That's not exploitation by thetoadwarrior · · Score: 2, Interesting

      You can say that about any job so why have any sort of employment law? Why have police? If your neighbourhood sucks then move somewhere better.

      Nothing is black & white and you can't just let it sort itself out (when it clearly isn't) but likewise you can't go to the other extreme and have the government control it completely.

    10. Re:That's not exploitation by XanC · · Score: 1

      You're right; I don't see any need for employment law.

      I don't understand the neighborhood argument. What you describe is reality, is it not?

    11. Re:That's not exploitation by 91degrees · · Score: 1

      There are ways to coerce people without threats of violence.

      "So, you're not working overtime? Well, everyone else is. I am. If you don't then all your colleagues will have to do even more overtime. We need to get this out on schedule - the last game made a loss and we really need to make a profit on this one, and well, at your last review your lack of commitment came up - we'll be considering that if we downsize."

      Yes, you can say "no". I did. Confrontations make me feel extremely uncomfortable. It was extremely hard to say "no". When you have an implied threat about your own job, and bullying about it being hard on the other people who you feel a camaraderie with, you have to develop a certain level of sociopathy to do so. Why do you think so few people do yet so many complain about it?

      Very few people have the option of quitting on a whim. When I left it took 2 months to find another job. I still had rent to pay, and still had to eat.

    12. Re:That's not exploitation by thetoadwarrior · · Score: 1

      Yes and no.

      Not everyone can move nor could any community handle people crowding into it because it's good.

      It benefits society as a whole to ensure people are looked after people(to a reasonable extend) because if you were to take away employment law and if you were to just let neighbourshoods act completely on their own you'll end up with a load of shitty jobs and a handful of good jobs that are impossible to get. Same with the neighbourhoods. You'll either have exceptionally expensive decent areas or crowded areas and ghettos. That doesn't benefit anyone.

      Even animals will look after each other because it benefits the whole community. The idea that humans shouldn't look after their community is shelfish is idiotic. If you don't want to help others go live on an island. Surely that will be supre awesome.

      Neither extreme communism or a fully free market has worked. Hell the US mobile phone market proves that a free market does no result in better consumer choice. The US gets butt raped big time on mobile phones. That is reality.

    13. Re:That's not exploitation by XanC · · Score: 1

      If the level of "exploitation" is not sufficient to overcome peer pressure, it's a tough case to make.

      Very few people have the option of quitting on a whim.

      This means that, "exploitation" and all, the job is still worth having for them.

    14. Re:That's not exploitation by Tablizer · · Score: 1

      Nobody's got a gun to the employees' heads.

      Yes they are, it's just a very slow-motion gun.
         

    15. Re:That's not exploitation by 91degrees · · Score: 1

      If the level of "exploitation" is not sufficient to overcome peer pressure, it's a tough case to make.

      Why? Do you perceive peer pressure as being something trivial and easy to ignore? People have an instinct to conform.

      This means that, "exploitation" and all, the job is still worth having for them.

      Quite so. Doesn't stop it from being exploitation.

    16. Re:That's not exploitation by XanC · · Score: 1

      Why? Do you perceive peer pressure as being something trivial and easy to ignore? People have an instinct to conform.

      That may be so, but that doesn't mean it's somebody else's problem.

      Actually I think we have a terminology issue here. I looked up "exploit", and it appears to mean "use to make a profit", which is perfectly normal, describes every job, and is exactly what everyone expects when they get a job.

      This is just an industry with peculiar expectations, I suppose, but again there is no force involved, so no problem.

    17. Re:That's not exploitation by Minwee · · Score: 1

      The fact that this doesn't happen means that the developers are being paid fairly for the work that they're doing

      So, how are you enjoying your PR job for Nike? Are they paying you well?

    18. Re:That's not exploitation by Eli+Gottlieb · · Score: 1

      By your standards, "let them eat cake" is an entirely appropriate response to French people lacking bread, since they haven't chopped off your head yet.

    19. Re:That's not exploitation by Eli+Gottlieb · · Score: 1

      So any kind of abuse and coercion that doesn't employ physical force is OK with you? Dear God, man, grow a sense of humanity!

    20. Re:That's not exploitation by XanC · · Score: 1

      So, let me get this straight. You believe that this so-called "abuse" and "coercion" is so terrible, despite it not involving physical force, that you're going to get the government to use physical force to coerce the game companies into behaving differently. And this makes sense to you, I presume.

    21. Re:That's not exploitation by XanC · · Score: 1

      Not buying Nikes because they're made in "sweatshops" may be a marvelous way for you to feel better about yourself, but it certainly doesn't help the people in the third-world country involved who would like to have those jobs.

      This is the typical left-wing perspective: as long as it looks and sounds like it's good for the "little people", regardless of how it actually works out, it must be good. Any feel-good initiative must be worthwhile simply because it feels good.

    22. Re:That's not exploitation by XanC · · Score: 1

      No; I'm really arguing against government intervention here.

      Set up a fund for starving French (or whatever) people, and I'll likely contribute. Pull out your gun and force me to, and I won't like that so much.

      Set up a fund to help these put-upon developers, and I bet you'll get practically zero, which really would show how small a problem this is.

    23. Re:That's not exploitation by 91degrees · · Score: 1

      When we talk about exploiting people, we usually mean in the sense "to take unfair advantage of something or someone so as to achieve one's own aims." (Chambers online dictionary).

      Now, given that we have a situation where the parties have a distinctly uneven bargaining position, one side gets to behave in a manner that is generally seen as malicious, manipulative, and completely at odds with the manner in which we expect an ethical human being to behave, and the other side finds themselves obliged to work outside the contracted hours, for free, why do you not have a problem?

      I'm not even sure why you think that the threat of losing your job and peer pressure are not forms of force.

    24. Re:That's not exploitation by Eli+Gottlieb · · Score: 1

      You believe that this so-called "abuse" and "coercion" is so terrible, despite it not involving physical force, that you're going to get the government to use physical force to coerce the game companies into behaving differently.

      Well yes. For one thing, several games companies have already lost class-action suits on issues like this. Obviously, broad-based action is necessary.

  19. The industry needs its come to Jesus moment by MikeRT · · Score: 4, Insightful

    Game quality is often taking a back seat to graphics. Case in point, Final Fantasy 13 versus Final Fantasy 7. The story and game play took a back seat to the cinematics. FF13 was just an action game with RPG elements, with a perfectly linear gameplay and lost a lot of what made the game play of Final Fantasy games what they were.

    In business terms, this is a loss of **value**. Get that, business people? A spit-polished, so shiny it burns your retina turd is still a turd. Game companies would be far better off focusing on reusing existing technology and focusing on the **content** instead.

    This insane focus on bleeding edge everything is killing the actual products.

    1. Re:The industry needs its come to Jesus moment by Twinbee · · Score: 1

      Er, I played F7 on the PS years ago, and there was never any strategy because you never died (being impossibly easy). You just kept going on and on through the storyline. Compare that to say, Mystaria (Riglord Saga) on the Saturn where you at least had to try a bit.

      --
      Why OpalCalc is the best Windows calc
    2. Re:The industry needs its come to Jesus moment by Gazzonyx · · Score: 1

      FWIW, FF1 is still my Final Fantasy. I wasn't old enough (26 now) at the time it came out to appreciate it for what it was (and how they fit all that game play into the constraints of an NES cartridge), but I realized when FF7(IIRC) came out and I needed a Voodoo2 to enjoy it... the magic somehow died just a little. Everyone was talking about how 'pretty' the game was, but that was never the point of FF up until that release.

      Then again, they seem to have done well selling to casual gamers and console gamers since then, so I can't complain; the franchise is still around while others have died a slow and painful death.

      --

      If I mod you up, it doesn't necessarily mean I agree with what you've said, sorry.

    3. Re:The industry needs its come to Jesus moment by Klinky · · Score: 1

      Part of the problem perhaps with entertainment items is that you cannot return them once purchased. It's hard to send a message to these companies that you're dissatisfied, they can go "well, we already have your money, what do we care?".

    4. Re:The industry needs its come to Jesus moment by Sir_Sri · · Score: 1

      Um... FF7 was huge eye candy back in the day. It was one of the first 3d games for the PS1, back when that was a new thing, and was hugely expensive. It probably started as the first 3d game for the PS1, but given square enix and deadlines it wasn't the first to market.

      Game quality and graphics aren't really mutually exclusive anymore. They are are different skillsets, with different people. The game designer has decided, rightly or wrongly, to allocate art time to a particular style of game, most of the levels people see in FF13 are linear (note that FF13 is perfectly linear for the main story only, it, oddly, opens up after that, that's purely a design decision, I'm not sure a good one, but a design decision and has nothing to do with graphics), FF7 is not linear, but that was a design decision, not a 'graphics vs gameplay' decision. With the same amount of money, and time you could have made a very different style of game than 13 with exactly the same game engine, and most of the same art assets.

      20 years ago when a game development team was 10 guys (think indie games) some of whom know nothing about programming then yes, you were trading graphics for gameplay because your programmers who were also designers only had so much time. That definitely isn't the case now when development teams, if you include outsourcing can be hundreds of people.

      I'm not sure where you get the idea that they aren't reusing existing technology, or why pushing the envelope is somehow a bad thing. Square enix licences the unreal engine, as do a mountain of other people, and there's lots of other technology out there. But what did you expect them to do, use the same engine they did for FF12 (on the PS2) for 13? Even within a hardware lifecycle there's a huge degree of difference in what you can do once you figure out how to use the hardware well. Compare resistance 1 to resistance 2, or the like, and if you aren't keeping your technology up to date, someone else is, and your product looks the worse for it. But you pick a target technology level, and work at that level, it's not like the night before the game ships they're trying to come up with some new BRDF to better model a characters hair, or some new parallelization system to squeeze slightly more performance out, those sorts of engine architecture decisions are made months, if not years before the game actually ships.

    5. Re:The industry needs its come to Jesus moment by CronoCloud · · Score: 1

      The american version was actually harder than the japanese version, believe it or not...though I suspect most players did enough grinding early on for cash to get weapons at kalm town or materia at Fort Condor, or get the limit breaks early that they gained enough levels to make it easy.

    6. Re:The industry needs its come to Jesus moment by Twinbee · · Score: 1

      Yeah, I hate that where the game lets you cheat. Such a lazy cop-out for the programmers it's unbelievable, but they never seem to care. Even Mario World has as infinite lives thing going for it.

      I'm in the UK btw...

      --
      Why OpalCalc is the best Windows calc
    7. Re:The industry needs its come to Jesus moment by drinkypoo · · Score: 1

      Um... FF7 was huge eye candy back in the day. It was one of the first 3d games for the PS1, back when that was a new thing, and was hugely expensive. It probably started as the first 3d game for the PS1, but given square enix and deadlines it wasn't the first to market.

      and yet, FF7 has enormous amounts of story and the world, for all its limitations, demonstrates a palpable attention to detail. It's an example of graphics NOT losing out to the story; FFVII had both which is why many people love it more than any other title, pissing off the 8bit purists to no end.

      20 years ago when a game development team was 10 guys (think indie games) some of whom know nothing about programming then yes, you were trading graphics for gameplay because your programmers who were also designers only had so much time. That definitely isn't the case now when development teams, if you include outsourcing can be hundreds of people.

      [Most] game development still involves a finite amount of money, so one is still making tradeoffs of this type.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  20. then came open source by Anonymous Coward · · Score: 0

    and allllll da wittle p.woblems went away

  21. Substitute "iPhone apps" for "games" by Anonymous Coward · · Score: 0

    I see the same things happening with iPhone application development so I walked away. Management will never listen to reason as long as someone younger is willing to step in and work insanely hard for no other reason than just being able to tell people that they work on "X" technology.

  22. The price of richness by Animats · · Score: 1

    A-title games today are large, rich worlds with great detail and complexity. That requires an army of people building the world, one tiny bit at a time. That's a factory job.

    Developers need a union. Like The Animation Guild, which represents the workers at Pixar, Disney, Dreamworks, etc. Union contracts have tough overtime provisions. The key point is time and a half for overtime; double time for a seventh day. That makes "crunches" expensive to management, and discourages unnecessary overtime. As a result, film staffing and scheduling is much more realistic than game scheduling.

    1. Re:The price of richness by Adrian+Lopez · · Score: 2, Insightful

      Developers need to stand up for their rights, but unions (especially those that dominate an entire industry) can themselves become like the bureaucrats they're supposed to fight against. I'm not usually one to argue for new laws, but I think I'd rather have employees' rights protected through specific legislation than be forced to join or otherwise be represented by a union before being allowed to work for a particular employer.

      --
      "In prison you just have to shut your eyes and take it. Here you have to shut your eyes and give it."
    2. Re:The price of richness by nhaehnle · · Score: 2, Interesting

      How do you think such specific legislation comes into being? Through political lobbying. Who do you think can do such political lobbying? That's right, unions.

      I realize that many people in IT-related fields especially in the US have some subconscious aversion against unions, but maybe it's time for you to become realistic...

    3. Re:The price of richness by Adrian+Lopez · · Score: 2, Insightful

      How do you think such specific legislation comes into being? Through political lobbying.

      Are you suggesting only unions can successfully lobby for employee rights?

      I don't deny unions do often lead to positive results, but the fact remains they can be awfully bureaucratic and will in some cases act against the interests of individual employees who may nevertheless have no choice but to be represented by a particular union (just Google "sole bargaining agent" and "national labor relations act").

      I realize that many people in IT-related fields especially in the US have some subconscious aversion against unions, but maybe it's time for you to become realistic..

      What you see as a "subconscious aversion" I see as conscious and rational aversion to the negative aspects of union-dominated workplaces. As for becoming "realistic", unless you can explain exactly how my views are unrealistic I'll just dismiss it as an empty attack devoid of any real meaning.

      --
      "In prison you just have to shut your eyes and take it. Here you have to shut your eyes and give it."
    4. Re:The price of richness by 91degrees · · Score: 1

      True indeed. A lot of this may be down to the industries being very different. Game developers are almost all salaried. Movie production crew are almost all freelance. So, the knock on effects are that while the games industry staff have problems, they at least have a reliable income. However, it's a lot harder to refuse work. It also means that a union can't blackball a studio, so would be a little weaker.

    5. Re:The price of richness by selven · · Score: 1

      but I think I'd rather have employees' rights protected through specific legislation than be forced to join or otherwise be represented by a union before being allowed to work for a particular employer.

      So basically you prefer a giant union of 300 million people that you're forced to join and be represented by before being allowed to work anywhere.

    6. Re:The price of richness by Adrian+Lopez · · Score: 1

      So basically you prefer a giant union of 300 million people that you're forced to join and be represented by before being allowed to work anywhere.

      Are you suggesting I'm not "allowed to work anywhere" in the United States without first joining the ruling political party? That's just silly.

      I object to any law forcing me to join or be represented by any kind of private entity, and that includes unions. I do not object to passing laws that require employers to treat employees fairly, provided those laws are fair and reasonable and do not merely reflect the whims of the majority.

      --
      "In prison you just have to shut your eyes and take it. Here you have to shut your eyes and give it."
  23. To video game developers I have only one thing to by iluvcapra · · Score: 4, Interesting
    Say: "Welcome to show business.". All of the things in the parent have happened to me in the film business, and they were de rigeur in the theater as well.

    May I recommend you form a union? Or maybe just a guild/mutual benefit society that allows you all to prevent your employer from working you 80 hours a week for no overtime? Just like in show business, there will always be some 17 year old in his garage with no wife, kids or mortgage that would be happy to do your job for less money, more hours and no complaint. Something generally has to be done before the labor pool destroys itself and the ONLY people you can find to do the work are 17 year old greenhorns; the video game medium will never develop artistically if the work environment is actively hostile to people who want to spend a lifetime doing it.

    --
    Don't blame me, I voted for Baltar.
  24. Because they're console exclusives by tepples · · Score: 0, Redundant

    I have seen people in the train playing Super Mario on NES emulator on their ultra fast laptops. Some people does not have a single PC game installed on their Windows or Linux computers, but wide variety of emulators for gaming. This speaks magnitudes about the appeal of the recent games.

    Or it might speak more about PC game publishers' failure to think outside the FPS/RTS/MMO box. Due to the historical lack of large PC monitors until the rise of HDTV, major companies tend not to publish PC games in genres traditionally associated with consoles. Apart from Street Fighter IV, most fighting games are made for one or more consoles but not the PC. So are most "party" games like Mario Party. These people who emulate Super Mario World might be playing a comparable PC platformer if only one existed.

  25. Romero is to blame by ProfanityHead · · Score: 1

    It all began with John Romero trying to make himself out to be a rockstar instead of a game designer.

    The fad caught on. Now people realize they are just geeks.

    1. Re:Romero is to blame by thetoadwarrior · · Score: 1

      You mean CliffyB is to blame. Romero crashed and burned and is now realistic where as CliffyB copied Romero and has been lucky enough to keep going giving people hope they can be the next famous jerk.

  26. The Problem is the Internet by Petersko · · Score: 0

    I was born in 1970, and in the 80's bought a lot of video games. Unless I subscribed to gaming magazines - which I did not - my experience of a game involved taking it home, and playing it with some friends. If we didn't like it, which wasn't often, we shelved it and moved on. No big deal.

    Now the internet lets hordes of jackasses participate in a mass-evaluation of a product, including the vast number of ways it could be better. The experience of the game is somehow tainted because some unrelated moron with a web site gave your new game a rating of 7. Listening to people bitch about how a slightly twitchy steering system for a racing game is "completely broken" and how the company should just give up lowers perception of the game.

    That's bad enough but these days it's not even necessary for the game to be out before people are already expressing their dissatisfaction. Huge web sites spring up years in advance of release just so that sad, sorry gamers can bitch about how the textures in pre-pre-pre-alpha screen shots seem glitchy.

    Finally, we have the shitheads who freeze a shot in a game just so that they can find and reveal every last visual discontinuity. It's not important that you'd never notice it while playing, it's just something people do when they want to make perfectly sure they cannot enjoy their purchase.

    Frankly, I don't know how the companies do it. If I were developing games, and some outlier twit gave me a 7 in the midst of an ocean of 9's, I'd want to drive over to their home/office, throw a big 1980's style C++ programming guide in their face, and say, "YOU do it, you talentless fuck."

    1. Re:The Problem is the Internet by Anonymous Coward · · Score: 0

      Frankly, I don't know how the companies do it. If I were developing games, and some outlier twit gave me a 7 in the midst of an ocean of 9's, I'd want to drive over to their home/office, throw a big 1980's style C++ programming guide in their face, and say, "YOU do it, you talentless fuck."

      I'd bitch slap you with the guide (which would knock you senseless as it is a big 1980's style guide), tie you to a chair, and then proceed to give you a point by point rundown on why your game sucks so fucking hard because you're the talentless fuck who could have improved the game it if only you had taken some time to think about what you were doing and taken some time get it right.

      So many games today are released in awful states since developers figure they can just patch the worst problems. And if they fix problems that's all they tend to work on, the very worst of the worst problems. They seldom go back and take time to fix all the little details that they got wrong yet which would show that they care enough to set them right.

      Seriously. You want to fix the worst bugs? Fine. Go ahead. Be my guest. I'd not dream of stopping you because those do need fixing. But you know what else needs fixing? All the little things. Please, please, please assign at least one person to fix the little things, the details, that you did not get right the first time. I mean the spelling error in an item description, the one menu item that the tooltip doesn't pop up for, that place where a tree is floating six inches off the ground, etc. Little piddling things that would in most cases take mere minutes to fix. One person could handle a good deal of that stuff in a day and since solving and patching your major problems is likely to take many days having that one person fixing little stuff could make a huge change in the perception of your game.

    2. Re:The Problem is the Internet by Jimmy+King · · Score: 1

      So many games today are released in awful states since developers figure they can just patch the worst problems. And if they fix problems that's all they tend to work on, the very worst of the worst problems. They seldom go back and take time to fix all the little details that they got wrong yet which would show that they care enough to set them right.

      Honestly, as a developer myself (although not in the games industry) it's more likely that the developers DO want to fix those bugs. It's the upper managers and marketing assholes that demand it be released now because they want to see money right now while making promises to the devs of allowing time to go back and fix the bugs with no intention of following through on that.

      I have yet to meet a developer who enjoys releasing half assed buggy code (even the stupid, incompetent ones I've met were usually releasing what they thought was good code and wanted it to be good). From a personal standpoint, it's no good for our egos. We can't show off how awesome our code is when it's terrible. From a business standpoint it sucks because when people eventually start complaining the blame gets put on the developer, and in the worst case scenarios, a new half assed patch to the problem has to be rushed while you're already busy and overworked from whatever new project the company has come up with that they want you to complete in half the reasonable time with 1/4 the amount of staff needed.

  27. Hostility by nitehawk214 · · Score: 1

    More and more developer sources I talked to suggested that fatigue, hostility, being at odds with one's employer and questioning one's career course is frighteningly common in the game industry.

    And this is different from every other industry how?

    --
    I'm a good cook. I'm a fantastic eater. - Steven Brust
    1. Re:Hostility by Mongoose+Disciple · · Score: 1

      It's more pronounced in the game industry than in many industries, because there are perenially more people who want to make video games than there are decent full-time jobs doing it. Much greater supply of people who will take a job than demand distorts that market and makes abuses that wouldn't be possible in most industries common.

  28. In other words, it is work by Sycraft-fu · · Score: 4, Insightful

    Too many people think that just because something is fun to do as a hobby means it'd be fun to do as a job. Not even close. When you are doing something for fun, as you say, you do just the parts you want. If you don't like it you don't do it. That keeps it fun. With work? Not to much.

    You can see this in a lot of OSS software. Some programmer threw together an app he wanted because it was fun. However it has a shit UI and no documentation, because that is not fun (for the programmer at least). Fine, but at a job that is probably not an option. A UI designer will look over the UI and say "Make these changes, " and you'll do it, like it or not. You'll be required to write up at least rough draft docs to go on to the technical writers and so on.

    No different with games.

    Also, for some people, doing something as a job can make doing it as a hobby no longer fun. I used to screw around with things like overclocking and so on. Saved money, was fun, and I'm a tech guy, I can deal with the problems. No longer. The reason is I support computers for a living now. Diagnosing and fixing problems with computers, software, network, and users is what I do all day at work. Thus I seem to have no patience for it at home. I want my computer to work and let me play.

    That is why I'm not a game tester. It was a career I'd seriously though about. I love video games, they are by far my main form of entertainment. I also have a good understanding of how computers and programs work, though I'm not a programmer (I do know how to program, I'm just not good at it), I can document well, and so on. I'd be pretty good at it. However I'm also a realist. Testing games doesn't mean playing games, it means TESTING games. You try to break it. You do things over and over to isolate bugs, play on very broken early versions, etc. It is work, not fun. I worried though that in taking a job, where games were work, it would make them no fun for recreation. So I decided not to.

    The games industry is a fine place to work, so long as you are realistic about what you are doing. By and large you are NOT making games. The only real person that is true for is the designer, and even then most games have multiple designers who work together, and other people they have to take direction from. If you are a programmer, then that's hwat you do: you program. Your code will become a game, but your job is to code, to solve problems by coding.

    1. Re:In other words, it is work by rxan · · Score: 1

      When I was in high school I found that I liked playing video games and I liked programming. I naturally wanted to put the two together and I took computer engineering in university.

      Point is that soon later I found that the game industry has tight deadlines resulting in extreme overtime hours. In the games industry people seem to accept these insane work regiments. I wasn't willing to accept that. I'll work my 8 hours a day. I'll work a little more if I'm passionate about a project. But in no way am I going to work 12 hours a day for months straight just to get a game out the door. To be frank: fuck that shit.

      There's something in the games industry that breaks people down. It's not that testing != gaming. It's the acceptance of free overtime hours that gets to people.

    2. Re:In other words, it is work by AusIV · · Score: 1

      I followed a similar path. I started out programming my own little Half-Life server-side mod, and had a great time doing it. I thought it would be fun to do game development professionally, so I went into computer science. As I got to know some older students who had friends in the game industry who hated their jobs, I changed my mind about wanting to be a game developer (though I still a couple of graphics and game design courses for fun).

    3. Re:In other words, it is work by Rogerborg · · Score: 1

      Bingo. I went from a happy hobbyist to a miserable professional game developer, regularly working 6 or 7 long days on tasks that didn't interest me.

      Now I do dull database work for 5 short days, go home at 5pm and then do hobbyist development, writing whatever I like, at a pace that I enjoy.

      Don't get me wrong, I would recommend game development as a first development job. It's an amazing learning curve, but most of what it teaches you is how not to develop software.

      --
      If you were blocking sigs, you wouldn't have to read this.
  29. Peter principle by Anonymous Coward · · Score: 0

    I blame most of it on helpless managers. The producers, directors, and upper management are generally clueless about the technical disciplines and therefore prone to frequent panics when things aren't going as planned or on schedule. They in turn make life hell for everyone else. /15 years in the industry

  30. Re:Game dev is technically difficult and challengi by Targon · · Score: 4, Insightful

    You miss the role that management has on the overall feeling at a workplace. A bad supervisor, manager, or executive can suck the fun out of ANYTHING, and a good boss can make a bad job at least not seem to be all that bad. This applies to everything from software engineering to customer service, and all the way down into fast food. The harder the boss pushes employees who are normally motivated, the worse things will be, and productivity goes down as a result.

    Now, if you treat your employees from the bottom to the top like they are a vital part of the team, and you encourage them in a POSITIVE way by showing how vital they are to getting the product out the door, they will WANT to work a bit harder to get things done right, without needing to force them. If you treat employees as just "resources" to be used, they will feel your lack of understanding, and will not want to work there. Now, how many of these business classes teach how to motivate employees in a positive way, because not a single person with a business degree I have ever seen seems to understand that basic idea. The role of management is to get the most productivity out of your employees, and the BEST way is to make the employees happy so that they will want to work overtime to get the job done properly.

  31. Big Money by b4upoo · · Score: 1

    There is big money if you can be first to get a game to the public that is a hit. There is also the potential for huge pay for programmers. That means great pressure and that almost always means trouble. Put that together with the fact that there are a few very, very gifted programmers who are highly sought after and have a distinctive artistic type of personality and you might as well hand out sabers and grenades.

  32. this is happeneing not just in the games industry by PJ6 · · Score: 5, Insightful

    I am a mechanical engineer (MIT) by schooling, and one of the first things we learned when actually *designing* and *building* something (as opposed to just messing around with equations) is that you should avoid over-constraining your design both in the dimensions you specify on your drawing, and how you actually bolt things together. Alas, the Wikipedia article is woefully lacking on the subject, so I shall briefly try to explain what this means: if plate A and plate B are bolted together in one spot, and this bolt constrains the plates from moving relative to one another in the X direction, that means that if you place another bolt further down in the X direction, one of the holes it passes through should not be a hole, but a slot oriented in the X direction. This is necessary because you can only drill holes with limited precision. I'm sure many of you have seen first hand why over-constraining with fasteners is bad if you've ever tried to mount a motherboard and use all the screw holes.

    The problem this article talks about is industry-wide and not just limited to games development. One thing I have tried to pound into people's heads (but nobody listens) is, you can constrain the feature set you want, or you can constrain a release date, but you can't constrain both. You need to pick either one or the other. Without even checking, I would guess that game developers at Blizzard are happier than elsewhere, because this is a company that clearly has a grasp of this concept - they hold their guns on quality and features, but do NOT stick with release dates. They only announce them when they've entered the polishing phase (and boy do they polish), when almost all the serious development is complete.

    Many of us developers are made to suffer at the hands of those who do not appreciate the inherent unreliability of estimation. We are just expected to suck it up, work very long hours, stress out, and - WRONGFULLY - accept responsibility that the project is falling behind schedule. Being a happy developer requires that you grow a pair and just say no, I will not give up my life, and work insane hours, simply because someone doesn't understand that they can hold a schedule, or hold a feature set, but not both.

  33. Bobby Kotick by FlynnMP3 · · Score: 4, Insightful

    "For the love of money is the root of all evil."
        -Quote from a somewhat popular book

    It would be reasonable to say that a significant percentage of people involved in the game industry do it for the love of being part of the game creation process. Programmers, QA personnel, and managers put in crazy hours to fulfill their personal dream of inspiring somebody else with their game. Once they get a great game that sells well, all of them are on top of their game (pardon the pun). Their eyes start filling with visions of being able to live the good life and being able to do what they love. Time passes and more great selling games get made and these people are rightfully feeling like gods of their own domains.

    Enter the investors and business people. Their sole purpose is to make money. They do not care how it is made, what widgets are used to make people shell out money for said widgets, only that the widgets generate the maximum amount of profit given the amount of resources used to make said widget. A very significant percentage of business people are only interested in the game of making money, nearly everything else is secondary. Specialized (and sometimes even general) knowledge of those widgets is not necessary at all.

    In the case of Activision Blizzard, Bobby Kotick is on public record stating these very things. http://arstechnica.com/gaming/news/2009/01/activisions-bobby-kotick-brings-cash-but-not-heart.ars When he talks, he isn't talking to the consumer, he is talking to the investors - although I do believe those type of people delude themselves into thinking they are talking to the consumer base. The investors are the most important people you need to make happy to be able to make those large sums of money. By now, the consumer base is so large that a few missteps in execution will be absorbed by the sheer number of consumers. Just as long as the quarterly balance sheet is an improvement over same quarter last year all is well in the money making world.

    Meanwhile, the people who have sweat blood and guts getting the company to where it is are dismayed at the change of direction the company is taking. They like the extra money and the even better benefits because the families they have now demand such things. They internally file this under mid-life crisis and buy a big toy for themselves to sooth the ego bruised dream of making a difference in the world through their passion. By now, the patterns of malcontent from the consumers and the many compromises in game design is way too frequent to ignore. The more brilliant people of the core team that made the company great have seen the writing on the wall and have already formed new opportunities for themselves (exit strategies), while the ones not so confident are basically biding their time and polishing their resumes. It is no longer a joy to leap out of bed ready to attack the day with finishing up whatever game related task you may have. You go into work dreading whatever the new edict comes down from upper management. Your life has reached The Dilbert Level(tm). Congratulations.

    Eventually, the game company spends of all the consumer good will that was accumulated during the glory days. Even the "sheep" consumers are leaving because there are better games out there. The investors spit up the company and sell the pieces and leave with their bags bulging with money while the soon employed ones are left wondering what the hell happened.

    I just hope that Diablo 3 has enough of it's roots in the pre Activision days to be a good game. I already know that it will be the last ActiBlizzard game that I might purchase.

  34. Pirate version? by mangu · · Score: 1

    Let me see, the pirate version of a submarine game is one where you are sent to the Somalia coast to capture the pirates there?

    1. Re:Pirate version? by FelixNZ · · Score: 1

      Take note Ms Morisette, THIS is Ironic!

  35. Read the article comments by ddt · · Score: 4, Insightful

    Behind the stress is mostly flooded markets and a lack of cash to go around for everybody.

    We've been producing a game called Beakiez (http://beakiez.com), which is a super hardcore bubble pop game. Indie team, no funding, just using savings and odd jobs to fund it. Despite getting reports that it's a lot of fun and that going for the high scores is quite addictive, we've been denied by all the major casual game portals for the following reasons: a. it auto-patches when new versions come out, b. it talks to a central server to list high scores, and c. it's a bubble pop game. Almost all the major portals have strict guidelines that don't allow external server connections or auto-patching, and one really major portal normally associated with being indie-friendly has an issue with bubble pop games, as they've been deemed a "dead genre." As a result, we got rejected from some of the biggest portals out there.

    This means we have to get every single player to come to our website and to buy from us directly. As you can imagine, this isn't easy. It can be really hard on morale, but you have to let go and not be angry.

    This isn't really just about the game industry at all. One thing that's become extremely obvious to me as a game designer is that capitalism features extremely poor balancing and pacing. Imagine if in WoW, 50% of the players never leveled their characters once, as it was excruciatingly difficult to get to level 2, and really only 5% made it to level 5. From there on out, levels 6 to 80, levels get progressively easier to get past, to where you can literally wake up and find that you've gotten through 8 advanced levels in your sleep, equivalent to waking up and making $100k in interest income, for example.

    Capitalism is essentially the world's oldest MMO, and the rules (laws) are so complex and hackishly patched that you have to rent people (lawyers) to interpret small corners of them. The more money you have, the more people you can hire to navigate and circumvent those rules, so you get a lot of cheaters at the top. In an MMO, this would lead to a mass exodus from the game to a competing game, but capitalism doesn't really let you leave. It's the game we all have to play.

    I keep hope alive that someday our elected representatives and lawmakers will be accomplished game designers. They know how to motivate people better than just about anyone. They make addictive, balanced, and fair systems for a living. I frankly think our industry's best designers could run circles around today's top politicians and lawmakers.

    In the meantime, I think we all just need to keep our noses to the grindstone, lower those burn rates, and try to eek out what satisfaction we can in our work and personal lives.

    1. Re:Read the article comments by Anonymous Coward · · Score: 0

      Dumbest post ever (AND it's really just a big fucking ad). Attempting to design real life after an MMO is just stupid. Things just don't (and often CAN'T) work that way. Let's say you want to build a building. You have to buy all the materials and setup contracts for all the labor at the start. You can't just start a building with 2 blocks of wood and start charging rent for the 2 blocks of wood, hoping that at some point down the line you'll have enough income to build the rest of the building. You MUST ensure you can get all the materials at the start, and build the ENTIRE thing before you can start charging rent. There is no physical way around it.

      No wonder your shitty game won't sell if you can't even figure something as simple as that out.

    2. Re:Read the article comments by gravos · · Score: 1

      Dumbest post ever (AND it's really just a big fucking ad). Attempting to design real life after an MMO...

      Let me guess, mister AC... you are a corporate drone with an inflated sense of self-worth who has never created anything of value on your own.

      Too easy.

    3. Re:Read the article comments by nacturation · · Score: 1

      Despite getting reports that it's a lot of fun and that going for the high scores is quite addictive, we've been denied by all the major casual game portals for the following reasons: a. it auto-patches when new versions come out, b. it talks to a central server to list high scores, and c. it's a bubble pop game. Almost all the major portals have strict guidelines that don't allow external server connections or auto-patching, and one really major portal normally associated with being indie-friendly has an issue with bubble pop games, as they've been deemed a "dead genre." As a result, we got rejected from some of the biggest portals out there.

      Have you tried Steam? Regarding the auto-patch, you might need to work the game to use Steam's update methods instead of rolling your own, but that could be a viable route to take.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    4. Re:Read the article comments by JoeMerchant · · Score: 1

      Good philosophy, but it has to be obvious to someone at your company that the auto-patch and central server features are: 1. security concerns and 2. non-essential to game play. Yeah, the high score feature is nice, but I imagine many portals provide specific APIs for doing such things on "their portal", yeah, non-portable and all kinds of offensive, but if you want to play in their sandbox, learn to play by their rules.

      Oh, and be glad that anyone buys your game directly at any price. Unless you're in a "wallet at the ready" portal, it's exceedingly rare that a "bubble pop" game of any sophistication would turn the machinery of remuneration in a player's head.

    5. Re:Read the article comments by rtaylor · · Score: 1

      So, don't auto-patch or communicate with a central server.

      Is it okay for the client to check a URL to see if there is an update, then ask the client if they want to install? If so, there is your work around. If not, can you get the persons email address and broadcast new releases?

      Same idea for scores. Push out new high scores with new versions of the game (they shouldn't change that often).

      If a user gets a new highscore ask them if they want to submit and prepare a signed text block for an email that the game can send directly or the user can copy+paste into a message on their own. Technically there is no central server necessity anymore.

      Voila, now you can use the game portals. Oddly enough, it sounds like your team needs a problem solver.

      --
      Rod Taylor
    6. Re:Read the article comments by thetoadwarrior · · Score: 1

      What a surprise the AC spouts crap.

    7. Re:Read the article comments by bevets · · Score: 3, Insightful

      A bubble pop game? In this economy? Personally I work in the telegram business and I also think that capitalism has screwed me over.

    8. Re:Read the article comments by Anonymous Coward · · Score: 0

      Just a suggestion, but two of your biggest reasons for being rejected by major game portals, the auto-patch and talking to a central server, seem like things that would be easy to forgo. Why not just submit a version without these features? I mean, is it really that important to have all high scores listed?

    9. Re:Read the article comments by Anonymous Coward · · Score: 0

      Let's say you want to build a building. You have to buy all the materials and setup contracts for all the labor at the start. You can't just start a building with 2 blocks of wood and start charging rent for the 2 blocks of wood, hoping that at some point down the line you'll have enough income to build the rest of the building. You MUST ensure you can get all the materials at the start, and build the ENTIRE thing before you can start charging rent. There is no physical way around it.

      If you were trolling, 10/10, but on the off chance you're not, that's not only possible, it's how you win the game.

      You don't buy a house, you take out a loan - money you don't have - to buy a house. (The guy who builds your house doesn't have a factory full of completed houses. He took out loans to buy bricks and wood, and his backers are gambling that he'll be able to sell a house before his debts are due.)

      Scaled up, you don't build an electric car plant. You conduct an IPO, and you use that cash to build the electric car plant. Everyone who invests is gambling that a few years down the road, enough of us will be driving Teslas that everyone involved makes money.

    10. Re:Read the article comments by PJ6 · · Score: 1

      Very well said. I would like to see a shift to flexibility, engineering, and creativity in government too, but the nature of human-based systems is that those made powerful by them will fight to maintain the status quo. As long as society at large has changing needs, the powerful will ever have their boots on the neck of public interest.

    11. Re:Read the article comments by argStyopa · · Score: 1

      "...we've been denied by all the major casual game portals for the following reasons: a. it auto-patches when new versions come out, b. it talks to a central server to list high scores, and c. it's a bubble pop game..."
      a) fixable in about 0.02 seconds
      b) fixable in about 0.02 seconds
      c) probably the real reason, and could be mainly just that your game's not fun. I'd love to have checked and told you before I posted this, but it asked for an email address to log my scores on the server, and yes, while I could give you user@user.com, nah, that ALONE said 'this isn't worth my time'.

      Sorry.

      --
      -Styopa
    12. Re:Read the article comments by Elbereth · · Score: 1

      Hey, Dave. It pains me to disagree with you, but I disagree with you. Not about capitalism, which I agree with. It's just that I don't want to play a game where you pop bubbles. I don't care if you secretly take control of my webcam and post embarrassing pictures of me online, as long as the game is awesome. Doom was awesome. Popping bubbles... not awesome. I admit. I haven't seen the game yet. I might be missing out on the chance of a lifetime to finally be happy and forget about my woe-filled life. But I'm unlikely to take a chance on a game that sounds like it belongs on a Wii. I've got certain preconceived notions about an FPS, an RTS, an RPG, etc., and should a game fall into a demographic that I almost always dislike, I'm unlikely to try it. My ex-girlfriend sounds like the kind of person who'd love this game, so I'll mention it to her. In order to reach her, going to indie game portals wouldn't have worked, anyways. You'd have to advertise on sites that specialize in retro gaming, and, even then, she probably wouldn't even see it, since she doesn't go to these sites often. The only real thing I can think of is to reach out to me, a hardcore gamer who likes carnage and death, because I'm so much more likely to be paying attention to these sorts of things. Thus, make a throwaway game every once in a while, just to remind me that you're still alive and making games. Or give some interviews on a big gaming site about some bullshit like "where ddt sees the games industry going in ten years". or some bullshit retrospective, on the 20th anniversary of Doom or Quake. Or, possibly ebay some autographed, original Doom/Quake memorabilia. This is the sort of thing that will cause me to wake up from my stupor and recognize that an Event has transpired. I'm a big old fanboy, so I'll blab on about it to anyone who will listen, including my ex-girlfriend, who's right in your demographic.

      Or you could pay me to handle your marketing. That'd work, too. For a programmer, I think I wield the power of the dark side rather well.

    13. Re:Read the article comments by Nalgas+D.+Lemur · · Score: 1

      Have you tried Steam?

      If I'm remembering correctly what I read when this game came up on a different site, Steam's actually the one that said it was a "dead genre" and rejected it. Which is kind of weird, because they accept so many absolutely terrible indie/casual games no one's heard of (for good reason: because they're terrible) in equally dead genres on a regular basis (fortunately also along with a lot of rather good indie games, so it usually evens out in the end, but still).

    14. Re:Read the article comments by Al+Dimond · · Score: 1

      Problem: in game design you get to ignore all sorts of real-world constraints you can't ignore in the design of an economy.

      For example, yeah, it's incredibly hard to get a business started. If, in an RPG, to get a character past level 1, you had to out-compete all the established characters, a lot of people would fail in the early stages. It's hard to find a fair way around that in the real world. Things like economies of scale and interest weren't designed into the economy. They developed for good reasons and have helped us become more prosperous and use resources more efficiently.

      It's true that there are some cheaters, people that use their powerful position to influence the admins and change the rules. And there are some rules that hurt small businesses beyond what's necessary. Employer-based health insurance, for example, benefits large employers over small ones to a stupid degree. But I think you could fix all the problems that can really be fixed, and even simplify some laws, and it would still be hard to start a business.

      On the other hand, seriously handicapping large enterprises in some industries might have awesome consequences. I'm thinking agriculture and mining here, with the consequences being more local agriculture and more efficient use of the land that's currently wasted on exurban subdivisions.

    15. Re:Read the article comments by ddt · · Score: 1

      Thanks for the replies. I read them all.

      To AC, your analogy is not without merit. I insisted on adding those two features because I felt it would improve the game for gamers, unaware of the rules against them at the major portals. To a large degree, it's my fault, but it's definitely more fun to see your high scores show up against others, and on June 16, when we released a massive patch that dramatically improved the look of the game for free, I think that was good for the players, too. We of course considered removing those features but felt they would increase our odds of portal approvals at the expense of the players, which is not cool.

      If you try it, you'll see how the high scores are a huge part of the experience. Removing them is like removing the high scores from a pinball game in my opinion. It's still fun, but it takes out a big reason to get better at the game.

      I apologize for making it sound like an advertisement, but as I pointed out, little opportunities like these are just about the only exposure opportunities we get, and I thought it appropriate to the conversation and an opportunity to mention it.

      As for the who-cares-about-bubble-pop-games sentiment, the market got flooded with a lot of bubble crap for a while there, and it definitely hurts us. Same thing has happened to several genres. Every once in a while, a genre comes back, as adventure games did when the casual market got big. I hope the same will happen to bubble pop games. Beakiez is not one of the many also-rans that flooded the genre. It's got several novel bits to it and is tuned for hardcore bubble pop fans. I long ago lost the ability to get into the top-10.

      Anyway, my point was mainly that competition is fierce, the markets are stratifying, and this isn't an issue unique to games, as others have pointed out. Less money to go around makes for a tougher time for the losers of the game of capitalism, which is in large part what's behind that Gamasutra article.

    16. Re:Read the article comments by downhole · · Score: 1

      I'm not so sure about game designers being able to design a better system for the real world. In a video game, you can design every aspect about how every part of the world works in whatever way you please, all to suit the ultimate purpose of your game... and anybody who doesn't like how your virtual world works can leave or be rejected. The real world has a lot of rules about how things work that nobody can change, like how people actually interact with each other and how you go about actually producing the things that we need to have a first-world society. And you have to deal with everybody some way or other, including those who are actively trying to subvert your system in a variety of ways. And it has to be possible to actually move the world from what we have now to the new system without creating any major disasters.

      Yeah, (mostly) Free-market capitalism + Democracy sucks sometimes, but so far it seems to suck less than every other system anyone has ever tried for organizing nation-sized groups of people. If you can think of a better system that satisfies all of the above conditions (and whichever other ones I forgot about or didn't bother typing up), we're all ears, but keep in mind that people who are probably smarter than both of us have been trying for centuries and haven't done any better yet.

      --
      I don't reply to ACs
    17. Re:Read the article comments by ddt · · Score: 1

      I'm quite certain game designers would be better at it than our current leaders. They have the humility and experience to know that you need to observe and iterate on your systems of motivation, that it needs to be "easy to learn, hard to master", and that it needs to be encouragingly paced and balanced. I agree with you that levels of control are quite different between a game and the real world, but I still feel they have much better high-level experience, and they have proven track records of getting people to do incredibly mind-numbing things for very long periods of time while still feeling satisfied by the results. I've yet to hear of a better qualification to design a system to motivate us to do a lot of the mind-numbing jobs required of us.

      As for the smart folks having tried and failed argument, I don't doubt it, but when you consider that to change it, you need to take immense wealth away from the immensely wealthy, you can see why short of revolution, it's been hard to reset initial conditions to something fair. Now that we have a global economy, attempting to change the laws in any country will just have the effect of the wealthy shifting assets to other countries not covered by treaties reflecting those laws, which usually lag badly, giving them plenty of time to squirm out of the country's laws they don't like and into a country more hospitable to their needs.

      It's a problem that you find in MMO's, too. When you patch it later in such a way as to take wealth and assets away from the early adopters in order to balance things, for instance to free up land for development, you get threats that they will abandon the game and use their considerable influence to urge others to follow suit.

    18. Re:Read the article comments by Anonymous Coward · · Score: 0

      Honestly? Comment out the auto-patch and the external high-score server functions, and resubmit it. Keep the full version on your website. Call it Beakiez Plus or something. Mention the additional features available in the website version, sure, but accept that not everyone - not even every player - will want them that much. Consider the portal version free publicity and include links from it to your website for the "Full" version.

    19. Re:Read the article comments by ml10422 · · Score: 1

      Two replies to this:

      * Capitalism or free enterprise or whatever you want to call it isn't really a human-invented economic system. "Capitalism" is just the label that Karl Marx successfully slapped on naturally-occurring economic competitive and cooperative activity among humans.

      * What planned, invented economic system would even concern itself with something as non-life-essential as trying to provide a fair, pleasant life to all game developers? A central planner wouldn't even give most game developers a chance to try their ideas out. Have you ever seen the websites showing the toys that the U.S.S.R. toy companies foisted on poor little Soviet children?

  36. Re:Game dev is technically difficult and challengi by Anonymous Coward · · Score: 0

    You're assuming games developers are writing their own engines and everything from the ground up. That's complete bollocks and those days are long gone. Why do you think there are more asset types involved, those creating the artwork and sound, and theatrics than there are actual programmers? Programmers are using existing tools and libraries, and are mostly writing glue. The fact they're dumb enough to work crazy hours on artificial deadlines is there own problem. We've all been there and done it, but those that grew up soon told them to fuck off and left.

  37. Breaking news! by Anonymous Coward · · Score: 0

    Working is hard. Film at 11.

  38. 'fun' does not make a good job (or industry) by dargaud · · Score: 1

    Think about it. You like to have sex, but would you like to make a job of it ?!?

    --
    Non-Linux Penguins ?
    1. Re:'fun' does not make a good job (or industry) by nacturation · · Score: 1

      Think about it. You like to have sex, but would you like to make a job of it ?!?

      Many people do make a career out of things they find fun, including the porn industry. What takes the fun out of it is when you end up having to compromise on creativity and exploration in order to satisfy the business side.

      I'm sure many would love to get paid whenever they want to have sex with the people they want to have sex with. When that turns into "have sex with these 10 people today" I wouldn't think that would be quite so fun.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    2. Re:'fun' does not make a good job (or industry) by drinkypoo · · Score: 1

      Think about it. You like to have sex, but would you like to make a job of it ?!?

      You have to re-frame the question, which is really "do you like to have stop-and-start, freaky-ass, staged sex on camera". For some people the answer is a resounding yes. These are our pornsluts. Everyone else in porn is just kidding themselves, or they're not kidding themselves and in it for the short haul.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  39. Submarine Games by machinaex · · Score: 1

    You know, Sonalysts (I work there!) has a collection of sub sims, which I think are available on Steam. However, they are pretty dense.

    1. Re:Submarine Games by ducomputergeek · · Score: 1

      But my understanding is that Sonalysts was/is a company that does a lot of work in programing military simulations for navel warfare for the Navy. The fact that some of those skills transfer over into making games for combat game enthusiasts was secondary. But the main claim to fame was the licensing of the games under the Jane's Defense brand. Once that branding was dropped, the games pretty much fell into obscurity except amongst a niche of folks wanting accurate combat sims, specifically submarine sims. I wonder what the sales figures were like pre/post Jane's branding & promotion.

      --
      "The problem with socialism is eventually you run out of other people's money" - Thatcher.
  40. Stop playing JRPGs by Sycraft-fu · · Score: 2, Insightful

    While I agree there are some games that suck because they focus only on visuals, there are plenty that don't. Square seems to be annoyed you want to play a game, they just want you to watch it. Fine, fuck them. Get Mass Effect. It is a beautiful game with a very compelling story and good gameplay.

    You can have good content AND gameplay. Also don't act like good visuals are worthless. Part of a game is creating a fun, immersive, experience and good graphics and sound help.

    1. Re:Stop playing JRPGs by 0123456 · · Score: 1, Troll

      Square seems to be annoyed you want to play a game, they just want you to watch it. Fine, fuck them. Get Mass Effect. It is a beautiful game with a very compelling story and good gameplay.

      Huh? You complain that Japanese games 'just want you to watch it'... and your solution is to play 'Mass Effect', where you spend more time sitting through unskippable cut-scenes that don't even approach the level of the typical SF B-movie than you do actually playing your character?

      IMHO 'Mass Effect' is a glaring example of the demise of gaming. It's not a game, it's a bad B-movie with no fast-forward button and a few interactive parts.

    2. Re:Stop playing JRPGs by Anonymous Coward · · Score: 0

      He was talking about reusing existing technologies, looking at AC2 I don't think better graphics will do much good, it just doesn't get much better imho.
      I'd want there to be sort of public domain motion captured movement sequences and high quality textures of our real world available to everyone so there is more time to finish on the actual game, the story and the AI.

    3. Re:Stop playing JRPGs by grumbel · · Score: 1

      You complain that Japanese games 'just want you to watch it'... and your solution is to play 'Mass Effect', where you spend more time sitting through unskippable cut-scenes that don't even approach the level of the typical SF B-movie than you do actually playing your character?

      Huh? Your description sounds nothing like 'Mass Effect'. The story is nothing like a B-Movie, in fact its probably among the most interesting Sci-Fi stories I have seen in a a long long while, the cutscenes where skippable as far as I remember and there weren't very many to begin with. The by far largest part of the game is dialog and a third-person tactic shooting. The game is basically everything that is right with gaming, engaging story (one that you actually play, not just watch), good dialog, lots of freedom and great gameplay. Some of the side missions could have been better in ME1 and in ME2 main story was a bit lacking, but overall those two games are easily the best that has happened to gaming in the last few years.

  41. Re:To video game developers I have only one thing by Purity+Of+Essence · · Score: 2, Insightful

    I work on the fringes of both industries at the indie level and I agree completely. Video gaming still has a lot to learn from Hollywood. In 20 years it might actually be a good place to work. Until then, I'll stay indie.

    --
    +0 Meh
  42. Big buisness and big prices suck by Anonymous Coward · · Score: 0

    The many complaints seem warranted. There's obviously way too many overpaid executives and greedy investors, too many top down, undemocratic, irresponsible decisions, way too much DRM and too little good product. I really wonder if corporations are even capable of providing good products and services at fair prices.

  43. Off topic? by Petersko · · Score: 1

    "I'd bitch slap you with the guide (which would knock you senseless as it is a big 1980's style guide), tie you to a chair, and then proceed to give you a point by point rundown on why your game sucks so fucking hard because you're the talentless fuck who could have improved the game it if only you had taken some time to think about what you were doing and taken some time get it right....One person could handle a good deal of that stuff in a day and since solving and patching your major problems is likely to take many days having that one person fixing little stuff could make a huge change in the perception of your game.

    None of what you had to say had anything at all to do with my post. I didn't advocate releasing buggy software with glaring errors. Why is your rant a reply to mine?

  44. Any software development can be "fun" ... by perpenso · · Score: 1

    You miss the role that management has on the overall feeling at a workplace. A bad supervisor, manager, or executive can suck the fun out of ANYTHING, and a good boss can make a bad job at least not seem to be all that bad.

    I'm not missing that point, I think it is tangential to a degree. I am merely debunking the general idea that game development is "fun", in reality it is very hard work. Again, despite being very hard it can be personally rewarding and satisfying.

    Let me backtrack a bit to be clear. I'm not implying game development is devoid of "fun". To elaborate I would say game development is not inherently more fun than other areas of software development. It is fun to see something that you create work and be accepted by its users, game or not. There are fun moments in molecular modeling and visualization, say when you see your code rendering and rotating a DNA molecule for the first time, or when a visitor at a trade shows says he didn't expect this sort of performance on a PC, that he though a Sun workstation would be necessary. The feeling is not terribly different than when watching someone play your game and get into it, to see them lose awareness of what is going on around them as their focus intensifies.

    My objection is to the meme that developing games is somehow like playing games. Programmers quickly lose any such illusions as they see their first 1,000 entry bug list, testers quickly lose any such illusions as they see their first 100 page test script, ...

  45. Paradox of Hedonism by under_score · · Score: 1

    Maybe the explanation is simple: http://en.wikipedia.org/wiki/Paradox_of_hedonism

    1. Re:Paradox of Hedonism by Anonymous Coward · · Score: 0

      I thought the explanation was that their frustration and unhappiness are caused by C++ rather than long hours and dead lines. (Though maybe the long hours are just waiting for the morning's compile to finish around midnight).

  46. Re:To video game developers I have only one thing by waambulance · · Score: 1

    um. look at the culinary industry. it treats its employees worse and yet people still want to be cooks. form a labor union???? LOLOLOLOLOL. been there done that. not gonna happen when all management has to say to get the workers on their side is to dangle the promise of higher pay for those dont join the union. *poof* there goes yer leverage. not even timothy hutton can help you when yer already starving...

  47. Fun and Games by stoicio · · Score: 1

    The problem here is that games are meant to be fun.

    Game development was touted as a fun career to pursue. It can be
    but mostly it's a long slog through less than creative swamps of
    business, finance, marketing, and plain old nuts and bolts work.
    So, game developers are unhappy. No surprise, it turns out to be a job
    like any other. You look at the same materials for months on end, and for
    anyone with any spark of creativity that's a real mood killer.

    Gamers are unhappy because they are essentially looking at exactly
    the same games this year as they have for the past 10 years. Maybe
    the games are repackaged with a new story line but one FPS is
    pretty much the same as another. Once gamers start realizing that,
    evern if it's just subconscious dissatisfaction, they get down on the mood.

    Media...?? How do you polish a turd to make news out of it?

  48. Not a troll at all by PopeRatzo · · Score: 5, Insightful

    fatigue, hostility, being at odds with one's employer and questioning one's career course

    There's nothing trollish about the above AC's comment.

    As corporations try to get higher productivity out of fewer workers, despite record profits it's going to cause unhappy employees. The last few weeks had earnings reports that showed huge profits, yet corporations have decided they're not going to hire, because they believe the wage/benefits have not yet bottomed out. In South Carolina (a "right to work" state) there was a story about a factory looking for experienced machinists with advanced training and offering to pay $12 per hour, which is approximately what a fast food worker would make after a year or so.

    Declining wages, disappearing benefits, unhappy unsatisfied workers are the natural result of the all-out attacks against labor unions by the corporate/government combine. As Alan Greenspan famously put it, it's good for corporations when workers are "uncomfortable" about their futures. Greenspan was talking about how it was his job to create unemployment so that "comfortable" employees don't expect raises and cause inflation. Well, inflation has been nonexistent for about a decade here in the US, yet corporate America continues their crusade to make workers as frightened as possible. There's talk on Wall Street about how it's good for business to have ten percent unemployment become the "new normal".

    Of course workers (in any sector) are unhappy and becoming more unhappy. Workers have been under all-out attack by the elites ever since Ronald Reagan declared war on unions. As we saw in the WWII and post-War years, organized labor raises wages and benefits for ALL workers, creates a strong middle class which helps lower poverty levels. As we started under Reagan to return to the gilded age before the Labor movement we see the opposite happening. Even though it will ultimately hurt our economy and our society as a whole, anti-worker policies do boost short-term profits, and that's all the corporate elite care about.

    Get used to it. Unemployed is the new black.

    --
    You are welcome on my lawn.
    1. Re:Not a troll at all by PopeRatzo · · Score: 4, Informative

      Let me be more specific about what Greenspan said. It was during the Reagan administration, so I don't remember every detail. Greenspan said that as Fed chairman his job was to maintain a certain minimum level of “worker insecurity” so there wouldn’t be “wage inflation” – income increases among the middle class.

      This is actually a theme that he was challenged on several times during his tenure as Fed chairman by liberal senators like Ted Kennedy who were incredulous at the notion that having the entire middle class "insecure" about their jobs was a good thing. Yet Greenspan stood by his words and reiterated the theme many times.

      Of course, this was before senate testimony of the Fed chairman made much news. Greenspan was actually giving voice to a belief held by wall street traders, who consistently reward companies that fire workers and by Chamber of Commerce types who see their role as being the champions of the corporate elite and the enemy of anybody who draws an honest paycheck.

      --
      You are welcome on my lawn.
    2. Re:Not a troll at all by couchslug · · Score: 3, Interesting

      "In South Carolina (a "right to work" state) there was a story about a factory looking for experienced machinists with advanced training and offering to pay $12 per hour, which is approximately what a fast food worker would make after a year or so."

      I can verify the South Carolina situation. I live there and work at a vo-tech. (We have retrained a few machinists and machine operators as weldors because there is a modest shortage of those and they can travel nationwide for contract work.)

      Machinists are available because manufacturing took a dive. Boeing moved to Charleston for very good reason. Everything is cheaper down here which greatly cushions the effect of low wages. What I'd pay in property taxes in North Jersey would buy a nice house and lots of acreage in SC.

      As for "right to work", that "right to compete" is an advantage because manufacturers can simply leave union states and move South. If the South goes union, they can simply outsource and shut down their plants.

      --
      "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
    3. Re:Not a troll at all by PopeRatzo · · Score: 3, Insightful

      As for "right to work", that "right to compete" is an advantage because manufacturers can simply leave union states and move South.

      And then workers both North and South suffer a lowering of incomes. The civil war was supposed to be over a few years ago.

      "Free trade" agreements like NAFTA and CAFTA made the "free market" radicals and globalists really happy the past few decades, but they've totally screwed anyone who's had to work for a living. And don't tell me how small farmers have benefited, because it was the huge transnational agriculture giants, the ADMs that really cleaned up, and the farmers ended up right back where they started.

      When I hear a supposedly educated Southerner refer to the northern states as "union states" it really makes me sad. You know, couchslug, it's no coincidence that the "right to work" states were also mostly slave states.

      When when you say "if the South goes union, they can simply outsource and shut down their plants" there nothing "simple" about it. There are still tax incentives in place to encourage them to move jobs overseas. Then there's the bonus that Wall Street gives any company that moves jobs off-shore. But let me tell you where that little game of south vs north vs China ends up: with everyone working for the Chinese wages. It's a race to the bottom and shortsightedness is making people who believe as you do that there's a pony down at the bottom waiting for you. I'm here to tell you there is no pony at the bottom, just low wages, lower standard of living, and lowest futures for both of our kids and grandkids.

      --
      You are welcome on my lawn.
    4. Re:Not a troll at all by Pinky's+Brain · · Score: 2, Insightful

      Can't really keep first world economies afloat when everyone is making fast food worker salaries though ... our economies need a large middle class, competing with China on wages doesn't really give us one.

    5. Re:Not a troll at all by PopeRatzo · · Score: 1, Insightful

      our economies need a large middle class, competing with China on wages doesn't really give us one.

      Exactly. And "supply side, trickle-down, voodoo economics" have proven themselves to be a massive failure after 30 years.

      It's time to go back to what got us the strong middle-class to begin with: a new New Deal, strong trade treaties that don't stress "free markets" and the celebration of organized labor, not demonization.

      --
      You are welcome on my lawn.
    6. Re:Not a troll at all by royallthefourth · · Score: 1

      Just think of how powerful a computer programmer's union would be! When unskilled labor goes on strike with a weak union, they can still be fired and replaced. Even if a programmer's union is weak, computer programmers are hard to replace properly, even when supply is plentiful.

    7. Re:Not a troll at all by Anonymous Coward · · Score: 0

      You mean those grand unions that almost killed GM? Right...

    8. Re:Not a troll at all by couchslug · · Score: 1

      "And then workers both North and South suffer a lowering of incomes."

      Work is competition. Either the US lowers wages or the jobs will move even more quickly to cheaper labor offshore. The post-WWII bubble was a function of most modern manufacturing competition being disrupted by violence.

      I don't believe there is a pony at the bottom, but I know that's where we are headed so the choices are "adapt" or "dawdle and suffer the consequences".

      "Chinese wages" suck by comparison to what we are used to. If we want better, we are required to compete _fiercely_, avoid buying foreign goods where practical, and do what EVERYONE ELSE has had to do to compete. Unions are only good for valuable workers. Highly-skilled workers who are difficult to replace can command good wages, but the key word is "command". Generic labor isn't valuable and cannot be made that way by legislation.

      --
      "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
    9. Re:Not a troll at all by lostros · · Score: 1

      if i could mod you higher, i would.

    10. Re:Not a troll at all by couchslug · · Score: 1

      "It's time to go back to what got us the strong middle-class to begin with:"

      That was called "World War II", which wrecked and disrupted _all_ the manufacturing competition AND gave unions leverage because US skilled labor was in demand.

      There isn't any practical war that would accomplish this again.

      --
      "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
    11. Re:Not a troll at all by PopeRatzo · · Score: 1

      That was called "World War II"

      Most of all, WWII was "government spending" proving for all time that government spending can indeed jump start an economy.

      It's really much more complicated than that. The returning GIs and the G.I. Bill that was there for them, let to a huge increase in the earning power of young men. There was also a concerted effort to use advertising to change the buying patterns of Americans, creating the first consumer economy in the US.

      --
      You are welcome on my lawn.
    12. Re:Not a troll at all by PopeRatzo · · Score: 1

      You mean those grand unions that almost killed GM? Right...

      You haven't a clue.

      --
      You are welcome on my lawn.
    13. Re:Not a troll at all by PopeRatzo · · Score: 1

      Just think of how powerful a computer programmer's union would be!

      Unfortunately, management has programmers too cowed for them to organize. Too much fear, too much thinking "I'm Neo and I am singularly gifted. I am the One".

      And no, the jobs wouldn't flee overseas. The ones that could leave the country already have. That's why the US economy is doing so poorly. Trickle-down economics has got us feeding on ourselves.

      --
      You are welcome on my lawn.
    14. Re:Not a troll at all by royallthefourth · · Score: 1

      Keep in mind that this stuff doesn't just pop up out of nowhere. It requires workplace agitation and reaching out to coworkers to get things done. It's hard work, but if an electrician can make $60k and get an actual pension, then the sky is the limit for programmers (and sysadmins etc)

    15. Re:Not a troll at all by jmac_the_man · · Score: 1, Insightful

      When I hear a supposedly educated Southerner refer to the northern states as "union states" it really makes me sad. You know, couchslug, it's no coincidence that the "right to work" states were also mostly slave states.

      He was using "union states" to mean "states with strong labor unions," because, you know, he was talking about labor unions.

      Please explain what you meant about right to work states being mostly slave states though. It's not like bad working conditions in blue collar jobs affect blue collar black people any differently than blue collar white people. Or were you calling all southerners racist because you have some kind of problem with them? The civil war was supposed to have ended a few years ago, asshole.

    16. Re:Not a troll at all by DrMrLordX · · Score: 1

      $12/hour for a fast food employee? Are you out of your gourd? In a place like South Carolina (or where I live: Tennessee), most fast food employees will make $8/hr or less (down to the federal minimum). VW is setting up shop to manufacture mid-sized sedans here in Chattanooga, and their wages start at $14.50/hr + benefits (and, admittedly, the benefits look pretty nice) for production workers, with the wages scaling up to $19.50/hr or so if production goals are met after something like 12-18 months.

      VW is going to hire around 2k production workers once production is in full swing, and they currently have over 65k applications on file for those jobs. I'm hoping to be one of the lucky few . . .

    17. Re:Not a troll at all by OrangeCatholic · · Score: 2, Insightful

      >Workers have been under all-out attack by the elites ever since Ronald Reagan declared war on unions.

      It's amazing to me that anyone wants the middle class to be poor. At first, "I have all the money and nobody else does," sounds like a great idea...until you go outside.

      You walk down the street surrounded by poor people. So you get in your Lexus and you are surrounded by poor people in their cars. You go to work and a poor person brings you lunch. You turn on your TV and a poor person is talking about how a poor president is sending all of our poor people into a poor country to fight with their poor people.

      When everybody else is poor, everything is about poverty. Even your own life as a rich man.

    18. Re:Not a troll at all by Anonymous Coward · · Score: 0

      When everybody else is poor, everything is about poverty. Even your own life as a rich man.

      Not everyone considers that a disadvantage. Some people enjoy wearing the boots that stamp on the proverbial human face.

    19. Re:Not a troll at all by PopeRatzo · · Score: 1

      Or were you calling all southerners racist

      Not all.

      I believe there are probably some white people in the south who are not racist. I know white people in New Orleans who are not racist, and a few in Austin, and some in Florida.

      Georgia? Alabama? Mississippi? South Carolina? There are more Confederate flags than people,.

      And yes, I have lived south of the Mason-Dixon line. In fact, I taught some of the fine young sons and daughters of the South for a while. While they weren't all children of privilege, they all knew in their hearts they were better than the coloreds.

      --
      You are welcome on my lawn.
    20. Re:Not a troll at all by couchslug · · Score: 1

      "Most of all, WWII was "government spending" proving for all time that government spending can indeed jump start an economy."

      When it buys smokestack industry labor-intensive products.

      Smokestack industry = largely gone (not moved, gone).

      --
      "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
  49. Business school does not teach abuse ... by perpenso · · Score: 1

    Now, if you treat your employees from the bottom to the top like they are a vital part of the team, and you encourage them in a POSITIVE way by showing how vital they are to getting the product out the door, they will WANT to work a bit harder to get things done right, without needing to force them. If you treat employees as just "resources" to be used, they will feel your lack of understanding, and will not want to work there. Now, how many of these business classes teach how to motivate employees in a positive way, because not a single person with a business degree I have ever seen seems to understand that basic idea.

    Your idea that business schools teach managers to abuse employees is even more erroneous than the meme that game development is somehow as fun as playing games. I recently earned an MBA. One of the core classes was Organization Behavior (OB) and it focuses on motivating individuals and groups. It is heavy on psychology, interpersonal interaction, and covers some of the points you raise and more. Throughout the rest of the program there were occasional references back to OB, some in case studies where companies/projects failed due to a lack of understanding of how to lead, motivate and incentivize people.

    I think we are decades past management being taught to stand around with a stop watch and treat people like parts in a machine. Does it happen, yes, but not because that is what people are learning in business school.

    1. Re:Business school does not teach abuse ... by yuhong · · Score: 1

      Yes, but just because they fixed it now doesn't mean that past MBA courses didn't have this problem.

  50. Or maybe you're seeing a trend by Weaselmancer · · Score: 1

    Just so you know people in the 90s were saying this about 80s games, and in the 2000s saying it about 90s games.

    Or maybe as Moore's law marches forward it becomes continually easier to replace style with substance.

    --
    Weaselmancer
    rediculous.
    1. Re:Or maybe you're seeing a trend by OrangeCatholic · · Score: 1

      Yeah I don't think anybody in the 90's was wishing to return to the days of Atari. This is an example of AC who was expecting to take a karma hit for posting total garbage.

      And somebody modded him up!

  51. argh by Weaselmancer · · Score: 1

    ...make that "replace substance with style."

    Fucking coffee. How does it work?

    --
    Weaselmancer
    rediculous.
  52. Capitalism. by unity100 · · Score: 3, Interesting

    gaming industrialized circa 1995, with the advent of cd. big companies moved into gaming, bought or smashed out small companies, or small companies got bigger. 'competition' ensued, which was supposed to be a good thing. but, competition was to get the most money to please shareholders with minimum risk.

    what happened ? innovation, free spirit, enthusiasm of discovery, excitement, adventure that made its way into games in early days of gaming in 10-15 years preceding 1995 got out of the picture. it was much better to capitalize on existing formats, tried and surefire methods, even existing titles than to take risks with new things. everything is to please shareholders.

    and because all the companies did or had to do it, at least which have a wide reach, people came to accept this as the reality of gaming. unfortunate in itself, for those who remember 1980-1995. ironically, games of those time still play good in regard to gameplay, and actually most of the prime titles that are selling again and again in 2,3,4,5 ...... ^n, are the reincarnations of those days' games.

    not only the games deteriorated in quality, but also their prices have gone up, and stabilized at certain price levels. thanks to the perception of marketing departments of megacorps, which decide these things independently and at large.

    this is the way with capitalism. supposed competition does not end up being to the favor of the customer - all companies try to escape with the minimum satisfaction they can get away, while taking maximum money with no risk. and when entire industries act in this mindset, mediocrity becomes a standard, and people come to accept mediocrity as the reality of life.

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

      DUDE, WHAT HAPPENED TO YOUR SHIFT KEY? HAVEN'T YOU EVER USED A CAPITAL LETTER IN YOUR LIFE JUST ONCE?
      aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb cccccccccccccccccccccccccccccccccccc dddddddddddddddddddddddddddddd eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee ffffffffffffffffffffffffffffffffffffffffffffff

    2. Re:Capitalism. by Anonymous Coward · · Score: 0

      i paid $50 back in the day for a new game, and now sometimes $50, sometimes $60.

      not anything really noteworthy.

      and games have decreased in quality?

      have you forgotten ps1's library?

      and i wouldnt stick all this on capitalism. the demographic just changed. games got super popular with tards, and tards collectively have more monies than the traditional core crowd.

    3. Re:Capitalism. by unity100 · · Score: 1

      i stick it on capitalism. because the same pattern repeated EVERYwhere. in every aspect of life. not only gaming. from the oil rig disaster in mexico gulf to lead in baby food, we have decades worth of degradation of life.

  53. Life-friendly products by Fractal+Dice · · Score: 1

    Perhaps software marketing should take a page from the societies for animal welfare or "fair trade" logos and start promoting a sticker that certifies: "no overtime was used in the development of this product." I don't know if it would actually end up affecting my choice of product, but it would certainly be something I noticed.

    1. Re:Life-friendly products by waambulance · · Score: 1

      would you eat at a restaurant if you found out the chef and his cooks not only did not receive tips from the waitstaff, but worked 12-14 hours a day standing up, with no health benefits, in a hyper-macho prison-like social environment? thats the culinary industry. dont take my word for it though. find a chef and find out for yourself. at least the game programmers can sit down in an air-conditioned room without threat of being knifed in the ass "accidentally". the worst thatll happen is an aspergers outbreak among the cubicles... -0.

  54. Haha, wow by mewsenews · · Score: 1

    I haven't RTFA but this is Slashdot so I'm gonna respond to this line from the summary:

    "Why is there so much strife in an industry ostensibly focused on having fun?"

    People in general want to work in an industry that is "fun". That means the industry gets to skim the cream from every new year of graduates.

    You guys have heard of Hollywood, right? Hollywood Accounting? Cocaine? It's a savage, SAVAGE industry and they chew up staff like candy because everyone wants to work in Hollywood. Game development is the same thing on a smaller scale, people literally think "I like games, therefore I will like working on games" when it is so far, far, brutally far from the truth.

    Get a job in manufacturing and enjoy living your life outside of work.

  55. Re:Game dev is technically difficult and challengi by perpenso · · Score: 1

    You're assuming games developers are writing their own engines and everything from the ground up ... Programmers are using existing tools and libraries, and are mostly writing glue.

    I make no such assumption. Even when licensing a graphics engine, physics engine, etc there is much work to do on graphics, physics, etc. And that is not even considering going into the source of these engines to fix bugs, customize things, or add enhancements. (IMHO a project that has a binary license rather than a source license is in trouble from day 1). Now add the enormous amount of work that goes into the logic that is specific to a particular game.

    Your statement regarding programming is as erroneous as someone who might say that artists and animators are merely buying off-the-shelf assets from stock libraries and tweaking some models and textures. Even with off-the-shelf code engines and art assets there is a tremendous amount of work to be done by programmers and artists in a modern game.

    Why do you think there are more asset types involved, those creating the artwork and sound, and theatrics than there are actual programmers?

    I focus on programming because that is my personal experience, I can't speak for how an artist feels. Well not beyond the frustration of being limited by low end consumer hardware.

    The reason some games need so many artists is because of the expansiveness of some gaming worlds. These worlds need to be populated with unique and varying content. Its an area where adding more people can make things go a little faster. Of course more people includes more lead artists acting as "managers" to keep all these people on a common visual/thematic style.

  56. Procedural Eden by toby · · Score: 1

    For a glimpse of a highly regarded independent creative vision - try Eskil Steenberg's highly regarded multiplayer world LOVE.

    --
    you had me at #!
  57. Re:That's not exploitation (correction) by Tablizer · · Score: 1

    Correction: sewage treatment plant software

  58. I've got the solution by ceraphis · · Score: 1

    How about something's actually done to push more original IPs and game concepts than labor for weeks, months, years over a generic "me-too" shooter or wii minigame compilation?

    I'd like to see more original game concepts like braid, p.b. winterbottom and portal, each of which probably took exponentially less time, at least if a team was involved, to create than a generic shooter. Although portal could have had a long development time, I'm unaware about that.

    Even if those types of games take just as long as generic shooter #9, it will probably be infinitely more rewarding.

  59. The "singularity" is actually... by OpinionatedDude · · Score: 4, Funny

    that point in time where the frustration/unhappiness curve for engineers/developers shoots to infinity. All development stops, ushering in a new stone age.

  60. lol.. no shit... by eXFeLoN · · Score: 0

    you mean there are people who don't like their jobs? no fucking way. hobbies are for fun. work is to pay the bills. if you just so happen to be able to do both, good for you. for the remaining 99% of the population, quit crying and put on your fucking helmet, these new damn tps cover sheets don't put themselves on...

    --
    My other sig is a knife wound.
  61. I feel the same way by solidex · · Score: 1

    I agree with the article. I've felt this way for about the last 3-4 years. When Team Fortress 2 came out, and it ended up being just a remake of TFC after so long in development, I finally had enough. Valve should have been *owned* by journalists for taking so long to produce what was basically a remake. But no, all of the reviews praised it and Valve. The same thing happened with the last two Mega Man games. They were the *exact* same thing as all the other core Mega Man games - no one really pointed this out as far as I could tell and both of them got good reviews. To be honest, people should be ashamed of themselves for failing to innovate, even if the end product is less than stellar. Hell, even Fiddler's Green had a good multiplayer game.

    --
    Clever and witty sig.
  62. The real world is actually a lot nicer. by hey! · · Score: 5, Insightful

    Being fulfilled by your work isn't a promise you can trust when made to you by somebody else. It's more the kind of promise you ought to make yourself, and then keep. I've had bad days at work. Lots of them. But I've never had a job that was more pain than pleasure. Most of the jobs I've done, I'd consider doing for free if I didn't need any money. Come to think of it, all of my jobs have been like that. Is that luck? Absolutely not.

    I don't think it's true that work sucks, that it has always sucked etc. I think that no matter how good work gets, people will still find a way to be ill content, and no matter how much fulfilling work is available to them, people will still make bad choices.

    The Stoic philosophers had an interesting take on this problem (which is by no means a new one). If happiness is having all your wants fulfilled, the surest path to happiness is to restrain your wants. The more extensive and interconnected you let your desires become, the more certain you are to feel unhappy.

    Let's look at the young programmer who desperately wants to work in the games industry. Unfortunately, that's oversimplifying his wants. What he really wants is a job

    a) in the gaming industry

    b) that is interesting

    c) with excellent pay

    d) with reasonable responsibilities

    e) where he is treated with respect

    Now you can probably get any one of these desires fulfilled by a job pretty easily, but all of them? That is a tall order. A stoic career counselor (if there were such a thing), would advise a trimming of desires, and (a) would be right at the top of his list. There are so many people who want to work in the games industry, that a realistic person should see that he'll have to compromise on his other desires in order to get it.

    There are undoubtedly people working in the games industry whose talent and skill would enable them to fulfill all their desires if they just let go of (a). If they cannot let go of their other desires in order to achieve (a), they've made a bad choice.

    The good news is that if you can compromise on overvalued desires (like working in the game industry, or making a boatload of money) you can probably find a bargain on the undervalued desires, like decent working conditions and personal respect. That also requires disciplining your wants in other areas, like driving a very expensive car or collecting lots of high end home electronics. That may sound terrible, but the payoff is that you get to be happy and fulfilled.

    I've had a huge payoff on a job criterion that I got from Ralph Waldo Emerson: "Be useful to somebody; be a burden to no one." Most people never even consider the potential of a job to make the lives of people around them easier, more pleasant and rewarding. That property doesn't sound so exciting, but it is extremely undervalued in the job seeker market. That means it's bargain priced. You can get boatloads of the stuff practically for free (i.e. not compromising on other desires). I can almost guarantee that if you put that at the top of your list of job desires, you'll find work that is personally fulfilling.

    --
    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    1. Re:The real world is actually a lot nicer. by Mikkeles · · Score: 1

      Also known as: Get a job you love doing and you'll never work a day in your life.

      In answer to: 'Why is there so much strife in an industry ostensibly focused on having fun?'; that's easy: there's a lot of money involved.

      --
      Great minds think alike; fools seldom differ.
    2. Re:The real world is actually a lot nicer. by hey! · · Score: 1

      Also known as: Get a job you love doing and you'll never work a day in your life.

      That's good advice, as far as it goes. The problem is people trying to follow that advice and ending up with jobs they hate. That's because they haven't thought about their fantasy jobs critically.

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    3. Re:The real world is actually a lot nicer. by waambulance · · Score: 1

      nicely written.

    4. Re:The real world is actually a lot nicer. by jewishbaconzombies · · Score: 1

      Interesting - I nailed every point on your list but one - game industry.

      That's why I'll never touch that unprofessional, cynical pile of hack pretending to be a business. Enjoy your hell - you've earned it.

    5. Re:The real world is actually a lot nicer. by Dekker3D · · Score: 5, Insightful

      That's simply because they get confused between "a job you love doing" and "a job you love the idea of doing", I think.

    6. Re:The real world is actually a lot nicer. by gregrah · · Score: 5, Insightful

      Right on.

      If the company that you work for is demanding that you work outrageous hours, then you're going to get burnt out no matter how interesting the work may be. It sounds like the competition for jobs in the videogame industry is just too fierce, the hours are too long, and burnout is commonplace. These folks might find that their talents are better appreciated in other industries.

      I work for a company that sells used cars online. Not exactly the glamorous position in A.I. or Computational Linguistics that I dreamed of I was studying computer science in university, and yet - I love my current job. There are so many interesting aspects to software engineering that the work itself - the thrill of trying to engineer something to be faster, more robust, or more user friendly, and the successful completion of those goals - is enough to keep me interested no matter what it is I'm working on.

      Is it a "prestigious" job? Maybe not - but then again, to the folks I work with I am a "rock star" and they really appreciate the work I do. And having a little time left at the end of the day to enjoy my wife is, in my opinion, infinitely more rewarding than any benefit I could derive from a job that did not allow me that privilege.

    7. Re:The real world is actually a lot nicer. by gregrah · · Score: 5, Funny

      Arggh... meant to say "having a little time at the end of the day to enjoy with my wife...".

    8. Re:The real world is actually a lot nicer. by snotclot · · Score: 1

      Nice post. Cool for an engineer (like me) who is about to begin his career. However, "Be useful to somebody; be a burden to no one." also works for engineering (I feel like you may be implying some service oriented industry). I think that's what engineers (hardware/software) ultimately find fulfilling: the promise of doing something cool that ultimately benefits thousands if not millions and allows them to derive joy from.. a series of if-else statements or some logic gates tied up in cool ways :) Maybe I'm being an ideologist and once I get into the actual industry (whether it be hw or sw) I will end up like those mentioned in the OP -- disgruntled and ruined. Lol?

    9. Re:The real world is actually a lot nicer. by bzipitidoo · · Score: 1

      You don't elaborate on point c), excellent pay. At one of the best jobs I had, the pay was a joke, so much so that people didn't seem to think I was really working. I had to remind them many times that little though it was, I was indeed earning genuine money. I suggest being willing to accept somewhat less than "excellent pay" for a great job.

      The biggest problem I've had is d) and e). Management that demands absolutely insane pie-in-the-sky stuff they have no idea can even be done let alone how, while at the same time sabotaging their people because, incredibly foolish though it is, they can't stand underlings who might be smarter than they are. If what I hear is accurate, that and similar stuff is so prevalent that it's tough to avoid. Congratulations on a job that isn't a rat race.

      I've been wondering whether the large numbers of Dilbertesque work environments is a sign of relative decline in the West. Very hard to compete with people who somehow support families on a ridiculously small amount of money such as $10 a day. Trying to maintain the high standard of living of the West is getting harder and harder. I hope the rest of the world catches up soon and by doing so takes the pressure off of us. Meantime, rather than scale back, and get more efficient, which we could and really need to do, it seems we've responded by placing and accepting extreme demands on ourselves. And so we have insanely stressful work environments, crazy management, and ultra competitive, cutthroat politicking. There's always the friendly seeming coworker watching for a chance to stick a knife in your back, the boss who thinks the way to get the most out of people is to relentlessly pressure and terrorize them, and more.

      Many American family farms responded to competition from economies of scale in the same way. Tried to work everything harder. They'd work longer hours, plant every last square meter of land they had, cry for more government subsidies, and everything else they could think of. But the cruel facts were that there were simply too many farmers on farms that were too small. 160 acres was enough land to make a living in the 1950s. Today I understand it takes at least 500 acres with livestock, or 1000 acres without. The 1980s was when it reached the crisis point. Now there are far fewer farmers. In another case, the Soviets strained themselves to exhaustion trying to keep up with the US. Is it our turn now?

      --
      Intellectual Property is a monopolistic, selfish, and defective concept. It is "tyranny over the mind of man"
    10. Re:The real world is actually a lot nicer. by mjwx · · Score: 1

      I've had a huge payoff on a job criterion that I got from Ralph Waldo Emerson: "Be useful to somebody; be a burden to no one."

      In other words, "happy to serve but not to be a servant". It describes quite a few professions.

      The problem with game development is two fold. On one etreme there are the predatory game distributors that get people in young, work them close to death and threaten them if they ever try to leave (you'll never work in this town/industry again, I'll see to it). On the other extreme there are the rock star developers like Wright, Molyneux and Bleszinski (no I will not mention Lord British) who are able to push any kind of crap because people will buy the brand (Fable and Gears of War are crap, just admit it). A middle ground needs to be found for developers, but as long as it's OK for the likes of EA and Ubisoft to continue to exploit developers then we wont find it.

      Ultimately we, as gamers want the developers to feel appreciated and compensated for their work but at the same time we dont want them growing into a deluded godhood and making terrible games on their names alone (*cough* Will Wright). I dont know about pay and conditions at Stardock but there is a lot of interaction between the dev team and the community and this IMHO results in a better end product.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    11. Re:The real world is actually a lot nicer. by Xest · · Score: 1

      Well said.

      This is precisely why I didn't go into the games industry- because I found jobs with better pay, better working conditions, better benefits, nicer working environment, better career prospects in run of the mill business software development instead.

      Yet guess what? I still get to develop games- indie game development is far more fun a hobby anyway, because you get to control the direction of the games. I'd argue that for most game developers there's a better ratio of pay off to the amount of hours you put in too because if you do produce a decent indie game you can rake in the cash to nicely augment the wage from your full time job.

      Even if you do get into the games industry in a company that respects their employees and treats them well, can you guarantee you'll be working on a game that interests you anyway? If not then are you really any better off than working on some database app that doesn't interest you either?

      The number of people who get all your points from a) to e) is rediculously small. The number who get points a) to e) AND get to work on games that they enjoy and are interested in personally probably numbers in the hundreds out of hundreds of thousands of employees in the industry at best.

      Perhaps the most salient point though is that if you get a normal business software development job, and write succesful indie games you can generally jump into the games industry at a higher payscale that warrants more respect and benefits from the outset too. So even if you are determined to go into the games industry no matter what then it's probably a better route in than to be thrown into the 80hr week low wage graduate slave pit anyway.

    12. Re:The real world is actually a lot nicer. by Anonymous Coward · · Score: 0

      Arggh... meant to say "having a little time at the end of the day to enjoy with my wife...".

      Yeah, right ;)

    13. Re:The real world is actually a lot nicer. by Abstrackt · · Score: 4, Funny

      It's too late. We all know you have sex now.

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
    14. Re:The real world is actually a lot nicer. by chrish · · Score: 1

      None of that money is going to pay the developers though; game development salaries are quite a bit lower (see the salary surveys posted on Gamasutra every year and compare to your non-gaming industry) because "everyone" wants a gaming job. That's the same reason why working conditions are so bad... the number of warm bodies willing to do the job is much, much higher than the number of jobs.

      --
      - chrish
    15. Re:The real world is actually a lot nicer. by FakeStreet123 · · Score: 1

      "Fable and Gears of War are crap, just admit it" Actually, I quite liked both games, you insensitive clod!

    16. Re:The real world is actually a lot nicer. by ml10422 · · Score: 1

      Yes, exactly. It can be really interesting to work on software that would actually be boring to use. And it can be really boring or stressful to work on computer games that would be really fun to play.

  63. I left a stellar games career because of suckage by Anonymous Coward · · Score: 1, Interesting

    I was on the OS team of the original PlayStation, as well as a supporting OS engineer for the 3DO at EA; I worked on a dozen high profile games over a 15 year career. I left bitter and angry over never, ever receiving any promised bonus over all the productions where I was team or lead. The "producers" are weasels and their publisher counterparts force these weasels to suck their dicks, so they take it all out on the developers and artists. Studio owners are soulless hacks that have turned to the dark side and are exploiting their own "because that's the industry". The whole industry is so corrupt, I hope someone goes actually postal someday... that's the only thing that will bring light to the sweatshop this industry actually is.

  64. 20+ years experience by Anonymous Coward · · Score: 2, Insightful

    After 20+ years in the industry, I can tell you that its far from fun for most of the people involved. Its only fun if you get to work on exactly what you want, and without too much crunch time, and those conditions are rare. The problem with modern game development is that by the mere nature of todays acale of projects, you are just a small cog in a large machine, and control of the project is firmly in the hands of our evil insect overloads, the bean counters.

    1. Re:20+ years experience by adisakp · · Score: 1

      I've been working 20+ years in the game industry too. I agree with most of your points. However, I'm actually exactly where I want to be on a cool team and enjoying my job. I'm extremely lucky and I know it!

  65. Re:To video game developers I have only one thing by Iskender · · Score: 1

    Grandparent:

    I've had someone say he wanted to kill me and eat me

    Parent:

    All of the things in the parent have happened to me in the film business

    So, can you describe the time when someone told you he wanted to kill you and eat you? I never knew it was so common! ;)

  66. Let me answer this in gamer's terms by borza · · Score: 1
    CryBaby+ Plasmid

    Effects: Creates Reality-Shield protection around the player. Extra immunity to Recession Blast (c), and Lack-of-Health-Insurance Attack (c)

    Side Effects: 100% increase in chance to get stuck in Douche Level

  67. Re:Game dev is technically difficult and challengi by rocker_wannabe · · Score: 2, Interesting

    I think that what you're saying is true but I don't think managers are trained to be abusive. It's more "The shit flows downhill" that makes bosses jerks. The CEO/President/Big Boss sets the tone for the company. If the chief screams/abuses/threatens the middle managers then that attitude gets passed on. That's why I'm dubious when a manager gets replaced with a new manager about whether anything really improves. Either the new manager will quit because of the threats or he/she will pass on the stress to the people underneath.

    --
    "Meaningless!, Meaningless!" says the Teacher. "Utterly meaningless!"
  68. Part of the answer... by Anonymous Coward · · Score: 0

    Unionize. Seriously, look at the film industry. We need a "Game Producers Guild". It won't solve all the problems, and yes it will create some new ones, but it will radically transform the industry for the better.

  69. Re:To video game developers I have only one thing by Anonymous Coward · · Score: 0

    Just like in show business, there will always be some 17 year old in his garage with no wife, kids or mortgage that would be happy to do your job for less money, more hours and no complaint.

    Yes, but the 10+ years you've sunk in the business should've given you time to develop the skills, work habits, connections, and professionalism that would more than justify the difference in pay. If not, why is the CEO being a bad guy for going with a cheaper substitute? It's certainly true that lots of people have, instead of 10 years of experience, "one year of experience repeated 10 times". Their skill development during that time is sufficient to keep them abreast of developments in their industry, but no more, so their relevant skill base could be equalled by a recent college graduate.

  70. Restaurant industry by Praseodymn · · Score: 1

    You could have replaced almost every single word that corresponded to the gaming industry and replaced it with the restaurant industry. Same thing.

    --
    Sometimes, you can, you go to hell for the rest of your life! That's a true thing.
  71. Well then I got nothing to help you by Sycraft-fu · · Score: 1

    You apparently have just decided to hate anything and everything that has a story, yet you still want to play RPGs. Nothing I can do there.

    Mass Effect has TONS of play time, you spend most of the time playing your character. All the cutscenes are skippable, except the intro and outro.

    So sorry, but you are likely to forever be unhappy with gaming because you have an odd set of standards in your head that don't match with what most people want. Sorry, nothing I can do.

    Personally, I think Mass Effect is the best RPG of all time, any era, any platform, etc. Gameplay was fun, the story was great, visuals were great, etc. Prior to that I'd say BG2, particularly with its expansion, was the all time great. If the best isn't good enough for you, then either:

    1) You are playing games you don't like. If you demand immediate, frantic, action, get a shooter, in particular an online shooter. BFBC2, TF2, in either case you get on a server and the only story is "Kill the people that are not your team." All action, no chatting. There's lots of different kinds of games out there, play the ones the right style for you.

    2) You've set your standards unrealistically high. You've got some hazy notion of how a "perfect" game ought to be with no consideration for if that'd be realistic. In that case, knock it off. Be a realist. Play games and enjoy what there is.

    3) You are looking back to an awesome past of gaming where every game was lengthy, involving, well thought out, and involved no repetition. A past that never was, in other words. In that case get some emulators (DOSBox for PC games, check emulator-zone.com for various consoles) and go play some of those old games. Get reminded of how simplistic they were, how RPGs padded length with battle grind, of how shooters would retrace levels, how action games would have you fight the same thing over and over.

    I just don't see this decrease in game quality that people whine about. I've been gaming for about 25 years continuously, so Atari 2600/NES days to now. I'm also a big fan of emulation and play older games often for nostalgia. I think I have a pretty clear picture of what gaming is and was, and I'd say it is more fun now than it has ever been.

  72. Stop whining and make better games by xmorg · · Score: 1

    There are no more superstars. there are no more John Romero's or Duke Nukem guys. Make better games! When you go to a gamestop and face a shelf of PC game where only 3 or 4 of them are even worth buying something is wrong.

  73. Visual Effects by Anonymous Coward · · Score: 0

    The same sort of problems are commonplace in the Visual Effects industry as well. Both industries have a lot of parallels.

  74. Wow. Really? by argStyopa · · Score: 1

    "...Developers are often overworked and unfulfilled, gamers have no qualms about voicing their disapproval (sometimes quite warranted, sometimes not), and the media, in trying to please both groups, often fails to satisfy either..."

    Games industry like just about every other industry on the planet; news at ll.

    --
    -Styopa
  75. Re:To video game developers I have only one thing by PhoenixOne · · Score: 1

    I'm not a union expert, but I've been in the game business for over ten years.

    Most of the major development houses are really interested in outsourcing to reduce dev costs.

    Now, as a skilled programmer, I'm worth at least a dozen overseas developers. But two dozen? Three dozen?

    I don't even blame my current bosses. I've seen them lose contracts to oversea dev houses who can do a project for half our lowest price.

    --
    Spell cheek you've failed me four the last thyme!
  76. Hunter/Gatherers may have had more fun at work... by Paul+Fernhout · · Score: 3, Informative

    See: http://www.primitivism.com/original-affluent.htm "Hunter-gatherers consume less energy per capita per year than any other group of human beings. Yet when you come to examine it the original affluent society was none other than the hunter's - in which all the people's material wants were easily satisfied. To accept that hunters are affluent is therefore to recognise that the present human condition of man slaving to bridge the gap between his unlimited wants and his insufficient means is a tragedy of modern times."

    For the future, see Bob Black:
    http://www.whywork.org/rethinking/whywork/abolition.html

    Or me: :-)
    http://knol.google.com/k/paul-d-fernhout/beyond-a-jobless-recovery

    --
    A 21st century issue: the irony of technologies of abundance in the hands of those still thinking in terms of scarcity.
  77. Pick two... by Xanlexian · · Score: 1

    Make lots of money.
    Enjoy your job.
    Work within the law.

    Pick two.

    --
    "Congratulations, Boots. Your robot has become self-aware. You're a daddy now." -- Dr. Rho Bowman
  78. Well duh! by Windwraith · · Score: 2, Insightful

    The videogame INDUSTRY is not about having fun, it's about making money of course.
    You can find programmers who enjoy making games all by themselves, in their free time and seeking no (economical) profit. They exist, and I think they are the only ones having "fun" making a game.
    I include myself in that category. I don't think I'd be able to do it as my real job, with other people (who are probably clueless or only trying to satisfy random market statistics) telling me what I need to change or whatever. I seek no profit, just fun. For profit I already got a regular job that pays the bills. I can do game creation at my own pace, using my ideas and having to respond to no one.
    You'd say it's a work of love.

  79. Books on improving working conditions... by Paul+Fernhout · · Score: 2, Interesting

    "Punished By Rewards: The Trouble with Gold Stars, Incentive Plans, A's, Praise and Other Bribes" by Alfie Kohn
        http://www.amazon.com/Punished-Rewards-Trouble-Incentive-Praise/dp/0395710901
    "Have Fun at Work" by W. L. Livingston
        http://www.amazon.com/Have-Fun-at-Work-Livingston/dp/0937063053/
    "Disciplined Minds: A Critical Look at Salaried Professionals and the Soul-battering System That Shapes Their Lives" by Jeff Schmidt
        http://www.amazon.com/Disciplined-Minds-Critical-Professionals-Soul-Battering/dp/0742516857

    And something I organized on why work as we know it is going away (according to Marshall Brain and many others, given that the same technology that makes fancy computer games with fancy game AIs possible is also reducing the value of most human labor relative to automation and better design):
    "Beyond a Jobless Recovery: A heterodox perspective on 21st century economics"
        http://knol.google.com/k/paul-d-fernhout/beyond-a-jobless-recovery

    Ultimately, there will be no greener pastures to leave towards as robotics spreads; see for example Marshall Brain's "Manna":
        http://www.marshallbrain.com/manna1.htm

    --
    A 21st century issue: the irony of technologies of abundance in the hands of those still thinking in terms of scarcity.
  80. Re:Hunter/Gatherers may have had more fun at work. by TerranFury · · Score: 1

    I read the same in Jared Diamond's The Third Chimpanzee, and the idea is pretty compelling. There are a few catches though (which might be worth even accepting!).

    The first is that hunter-gathering societies lack advanced medicine, so early death from childbirth and disease would be more common (to what extent modern medicine can be adapted to a hunter-gatherer society I think is an interesting question). That said, diseases of excess -- diabetes, heart disease -- would also be less common, and evidence suggests that hunter-gatherers were better nourished and healthier than their agricultural peers until quite recent history (biologically speaking), so it has positives to go with the negatives.

    The second is that many fewer people can be supported per acre of land. To deal with this, hunter-gatherer societies practiced (and some still practice) infanticide -- something we find repugnant -- to keep the population within sustainable limits. Terrible as it may sound, I sometimes think they have a point; most of mankind's ills -- pollution, hyper-competition -- currently seem to stem from an excess of people.

    At this point, however, I do have to remind myself -- as tempting as it is to romanticize the noble savage -- that were it not for civilization I would be dead. Maybe that's a selfish point, but as counterarguments go it's hard for that not to resonate with me.

  81. Re:I left a stellar games career because of suckag by BlueBoxSW.com · · Score: 1

    Interesting.

    Were you able to take your skills and land in something more sane?

  82. Similar industry issues, so we formed a co-op by david_honig · · Score: 1

    A group of folks I've been working with were laid off en masse so instead of disbanding we formed a co-op. It seems a lot of the new gaming companies are being formed by teams that previously worked together for a major developer/publisher.

  83. Learn to Let Go: How Success Killed Duke Nukem by chicago_scott · · Score: 1

    An interesting article written several months ago about Duke Nukem Forever and what the developers at 3D Realms went through

    Learn to Let Go: How Success Killed Duke Nukem
    http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/1

  84. Equilibrium by nick_davison · · Score: 2, Insightful

    Employment is a somewhat dynamic equilibrium but still an equilibrium nonetheless. All of the factors for an against ultimately balance out (albeit taking a few years to do so every time there's a boom or bust). Those factors tend to include: pay, working hours, working conditions, perceived sense of enjoyment, desire to be in the field, qualifications needed to get there, and many more.

    Every year, millions of kids enter the workforce. Hundreds of thousands of them think gaming is just the coolest thing ever. If they get in via QA/Customer Service, they don't even need a degree to get there. On the positive side: They get to be in a field [they think] they love and they get to work in it with f-all experience or training. Even the coders get in on the back of a basic degree or a successful game mod.

    Funnily enough, with a massive supply and only a finite demand for these employees... employers have discovered they can ask for longer hours and pay less for them than they would in fields where hardly anyone wants to do it and they need years of specialized training.

    Not exactly rocket science.

    I was in the industry for five years. I got sick of the crazy hours and too many people with a maturity level way south of their customers so I left. I'd imagine it took them a second or two to replace me because that crazy supply of people who want to be in the field, no matter what, continues unabated.

    The difference between the people complaining/writing rants and myself is that I recognized what the reality was and stopped whining about it being unfair. Of course I wasn't going to get the conditions people in much less desirable jobs have - because I was trading them for getting to do the desirable thing that a million other people would make the same trade to get to do. Sure, after a few years, most people in the field realize the trade off isn't actually worth it and move on - but, like me, they get some great memories, they get to know they lived their dream for a while... and a million new kids get to take their places and do the same... for the few years it takes them to burn out too.

    A lot of the guys I used to know now work sane hours for way better salaries in places where they have to wear a tie, not have nerf fights in the office and never release anything a tenth as much fun as a videogame. They don't bitch about that either as they recognize that, too, is a trade off they chose, with a balance point set by millions of other people choosing where their values lie.

    In short: You don't have to work in the games industry, or programming, or any other industry. Stop bitching about what you don't get compared to someone else, somewhere else, when they're making other tradeoffs you don't have to. Instead, figure out what's more rewarding to your values than it is for most other people, skewing the equilibrium in your favor, and then reap the benefits of being there.

  85. Re:Hunter/Gatherers may have had more fun at work. by Paul+Fernhout · · Score: 2, Interesting

    If you have modern health issues, please see:
        Dr. Fuhrman on healthy eating (as we almost all eat too much junk):
            http://www.youtube.com/watch?v=wPiR9VcuVWw
        Dr. Cannell on curing Vitamin D deficiency (as we almost all spend so much time indoors):
            http://www.vitamindcouncil.org/treatment.shtml

    As far as population density, you are right that it can be an issue, but that is what space habitats and ocean habitats are for. :-)
        "Growing a Space Habatit with a Lichen Composite"
            http://www.youtube.com/watch?v=u4XFqyKx4BM
        "1st Seastead Design Contest overall winner by András Gyrfi from Hungary"
            http://www.youtube.com/watch?v=rCCStJ8a7pg

    If we have the technological capacity to change the planet's atmosphere as a geologic force, surely we have the capability to create a few self-replicating space habitats and seasteads?

    Anyway, this is not to disagree with your larger points about bad aspects of many hunter/gatherer societies in the past (infant mortality, disease, even wars). Ideally we want the best of both cultures -- an end to "work" and a return to "joy" and "community", along with an end to needless suffering that advanced technology can help prevent as well as a chance at transcendence to whatever the better aspects of technology can, in theory, provide.

    --
    A 21st century issue: the irony of technologies of abundance in the hands of those still thinking in terms of scarcity.
  86. Work. Suck yes. Get abused and exploited? No! by Anonymous Coward · · Score: 0

    Times are tight so they have the right to shit all over you? That's bullshit! And the person telling you that this is OK and the 'new normal' is a psychopath and a manipulator.

    If your mistress left you, the wife is pregnant, the ex wants her alimony cheque, the mortgage is underwater, the delivery date has slipped again, the bank wants money, your white knight has morphed into the the black knight riding a Harley, and the Porsche has a scratch, you still do not have the right to abuse your staff, and slam and break things, and yell, and scream and throw chairs or walkers or monkey poo.

    Grow a spine. Grow balls. Stand up for yourself. Once in every man's life he has to beat up the bully. Or take the beating. Yes, you're gonna get hurt, but that's what fight club is all about. Scrap back.

    Or don't. Nothing you say can change or affect a psychopath anyways. It's like talking to a farm animal.

    Things you cannot change, and the wisdom to know the difference.

    Pick your battles.

    Know right from wrong. Morality from immorality. Don't let what some idiot says on Slashdot set you up to take shit and abuse from anyone. Human nature has not changed in the last million years. When your mental and spiritual house are in order, it is unassailable by the wicked, the corrupt and the mentally ill.

    God did not put you on this earth to take shit from yuppie scum.

    One day you're gonna be dead and nothing will matter anyways.

    So why are you scared of bullies. You have the right to stand against evil. This is a god given right. You need no permission from anyone to use it.

    Do unto others as you would have them do unto you.

    The golden rule and all that. Go ahead. Make excuses. Enable. Say god is dead. Eat shit because someday you can climb your way to the top, and now you get to dish it out. This is Sickness of The Mind and Soul. This is not the way to live. There is no happiness at the end of this trail.

    Don't enable the abuser. The abuse will only continue. Despite Oprah and Jerry, victimhood is not cool. Stop being a victim.

    Decent, respectful, pleasant, confident, professional, competent. A day's work for a day's pay. Then go home. WTF. They're gonna outsource your ass next month anyways, so why sweat it.

    They call it work because it ain't fun. But there is no need to treat people like shit. And it's still a kick to beat the competition and bang out the best dam product on the planet.

    Don't enable someone's lack of adult, mature, professional interpersonal skills.

    Don't worship people. You are not property or chattel or fungible or any less worthy of respect than anyone else.

    MOST IMPORTANT: Don't expect the other staff to even ADMIT the place is toxic or that management is psychopathic. In fact, most of them will line up against you, if you let push come to shove. Be careful here.

  87. corp deadlines vs creative by smittyman · · Score: 1

    Maby redundant but looking at what i personally like and dislike,

    I like well thought through games like Oblivion, X3, borderlands etc. where you can see the builders enjoyed making it and took the time.

    I very much dislike fast ports from console to pc, most EA games that are halfbaked, not ready, very short, litle replay and lack imagination.

    (On both sides there are exceptions of course)

    When you put creative builders under pressure it kills imagination imo. The games are seen as fastfood now, calculated to what we accept minimally to spend money on "even 12 hours gameplay!(more like 8)" like Singularity whereas an Oblivion has 100+ hours in the box and many more with replay, mods etc. Singularity was more expensive too.

    message to the companies, start making actual games....

    --
    Message from god, Please logoff, rebooting the Universe
  88. Re:Game dev is technically difficult and challengi by Aceticon · · Score: 1

    Here's a couple of technical things that game-development almost never touches (except MMOs): Distributed computing, distributed caching, cross-systems integration, real-time computing, sub-millisecond latencies, web-based interfaces, relational-databases.

    And then non-technical things: business requirements, technical analysis, technical architecture.

    Game development is a segment of software development concerned with developing applications for a specific purpose, just like all others.

  89. Hate the Gamers, Not the Game Dept by pinkushun · · Score: 1

    TF

    Developers are often overworked and unfulfilled, gamers have no qualms about voicing their disapproval.

    Gamers are spoiled, thus creating games is not an art anymore, but a race - like trying to see who can cum first, because that's all that counts. Apparently. Grow up and and learn how to make love.. err.. make games, properly. Satisfy creativity, not overstimulated rickety gamers.

  90. Most game developers are vitamin D deficient by Paul+Fernhout · · Score: 1

    Vitamin D deficiency can lead to depression and mental illness (as well as all sorts of other medical issues including joint pain), and I would expect most game developers working such long hours indoors are suffering from it. Here is how to get treatment for pennies a day using supplements:
        http://www.vitamindcouncil.org/treatment.shtml

    A better diet than chips and diet soda would help too, like Dr. Fuhrman recommends:
        http://www.drfuhrman.com/
        http://www.youtube.com/watch?v=wPiR9VcuVWw
        http://www.alternativeratreatments.com/eat-to-live.html

    Related funny video:
        "Code Monkey"
        http://www.youtube.com/watch?v=v4Wy7gRGgeA

    --
    A 21st century issue: the irony of technologies of abundance in the hands of those still thinking in terms of scarcity.
  91. Well d'uh. by Syberz · · Score: 1

    The industry treats its people like garbage because they know that when one cracks, 20 eager (and naive) young ones are already queued up for a chance to work with da video gamez!

    --
    ~Syberz
  92. Not the Real World by mdwh2 · · Score: 1

    Except it's not the "real world" - other parts of computer/technology industry don't seem to have the problems of long hours and low pay that exist in the games industry. It's the game companies that should "get over it", and start treating people like in the rest of the "real world".

  93. Re:Hunter/Gatherers may have had more fun at work. by illumin8 · · Score: 1

    Yet when you come to examine it the original affluent society was none other than the hunter's - in which all the people's material wants were easily satisfied.

    If by "all people's material wants" you mean plenty of furs, bones to make tools out of, and lots of meat to eat, and a life expectancy of 30, then yes, everyone's wants were satisfied. If, on the other hand, your wants consist of hot and cold running water, sewer treatment, medical care, police, firemen, roads, transportation, and a life expectancy of 80, I would suspect a great deal of wants were not met by a hunter-gatherer society.

    I love these Luddites that claim everything would be great if we would just go back to living in caves or tents somewhere in the woods. Why don't they try it themselves for a few months first and tell us how it is?

    --
    "When the president does it, that means it's not illegal." - Richard M. Nixon
  94. World of Ironycraft by Drakkenmensch · · Score: 1

    It's pretty ironic that Activision today is being pointed in the recent Treyarch debacle as having the EXACT same kind of boarish, control-freak behavior that pushed the four founders of Activision to leave Atari back in the 80's.

  95. Re:Game dev is technically difficult and challengi by eric-x · · Score: 1

    Huh? those things you mention are exactly the things that make game dev fun.

  96. Frustration and Unhappiness In the Any Industry by Anonymous Coward · · Score: 0

    It's not the industry, it's you! Exact same work environment will seem like a sweatshop to some and a dream job to others.

  97. Get Real People, been there since the early 90's by Anonymous Coward · · Score: 0

    I have left the gaming industry because of reason's simmilar to these "findings". I have also worked in many other corporate settings and NO, it is not like that everywhere especially nowadays, we are not in the 1950's anymore. Accepting the "work sucks" only prove the point of a demoralized, drained and in some way psychologically beaten attitude. Poor managment, that tends to have moved up not because of experience but really because the are "known". A complete lack of forsight and few that suck all of the budget's money...and time with frivolous ideas with no planning. That is the gaming industry. They don't care about you and never will. A well paid programmer makes 90k, while nincomputs managers clear 200k so that they can B.S. all day long....too many chiefs not enough indians. If other businesses were run like the gaming industry, they would go bankrupt within a few years. In the case of the gaming industry, they get so many millions jsut from government incentives that they are used to live at other people's expense and those poeple are more often than not their employees. If you feel that work sucks and that this is the way it is everywhere, you are nothing more than a slave that has given up on your freedom. Its too bad really.

  98. which is why by Anonymous Coward · · Score: 0

    as a game it may never be made. There's always more obstacles it seems. Too much creative control and power away from the tentacles that grip hollywood ensure that creative power is kept to a minimum. Distractions are favoured.

  99. Not every game studio is like this by adisakp · · Score: 1

    I work in the games industry. I've been on death marches and unbelievable project crunches (100 hours a week for four months on one project that actually left with a weakened immune system and a liver infection).

    Not every studio is like this. Even studios where there are crunches and issues can change and get better.

    I currently work at Netherrealm Studios (WB Games Chicago) on the Mortal Kombat team and I am honestly extremely happy with my job. I work with smart, energetic, bright and talented people who are for the most part also very happy. The tech team enjoys hanging out with each other and the members often stay late to hangout with coworkers by playing video games, sports (basketball court in back), or board / card games. A bunch of folks from the studio (from a variety of depts) go out for a couple drinks regularly at a local bar one night a week and occasionally get together for other personal events. We even treat interns as valued potential future members of the team.

    We are going to head into a crunch for our game but due to careful management the crunch shouldn't kill anyone. We have the design idea of limiting to the scope and features of the game to something we can do on time and that we can do well and make fun. If we have to cut unneccessary and untried features to hit ship dates -- that is usually the preferred option on our team over continually deathmarching and blowing past ship dates. We do add new features and ideas fairly continuously until we get close to alpha but all of them go through a sanity check. In short, we have pretty darn good management on the team.

    We have some simple (and extremely controversial) ideas that reduce crunch and make working on the game easier. First, the game should always build and run on all platforms -- this sounds obvious, but I have experienced first hand many teams that either let a platform lag or break regularly or even teams where it was nearly impossible to sync and build the game. Second, we always run without our limits of performance and memory. This one is very controversial because everyone assumes you can optimize at the end and decries "early optimization". The truth is -- at the end you need time to work on bugs and to add polish to make sure your game is fun and doesn't suck. In order to have this time, you can not be spending it fighting memory and performance issues. Furthermore, if you keep adding stuff when you are over budget, you only make your job harder. If you can find ways to do the same thing faster or with less memory up front, you can add more stuff in the long run. Also, if we run into bugs or crashes, we fix them up front. If things appear generally unstable, we tend to focus on restabilizing over adding new features. Especially if a technical bug persists (crash vs game-play idiosyncracy), we throw more people at it including top tech guys until the bug is quashed before moving on.

    We will definitely have a crunch later on in the game but hopefully, it's just going to be people fixing issues and fine tuning the heck out of things rather than trying to fight enormous disasters. I've seen games deal with memory and performance and buggy code by taking one guy with a pail and asking them to bail out the Titanic.

    It hasn't always been like this, especially when we were Midway and before WB purchased us - but things were getting better even during the Midway years. A lot of the battle for getting to a good working environment is fighting bad management and bad design (both game and code) that makes working harder.

  100. If you are in the U.S. by ImNotAtWork · · Score: 1

    Be sure your rights are not being violated. Department of Labor -FSLA. http://www.dol.gov/whd/regs/compliance/fairpay/fs17e_computer.pdf

    --
    open source sub sim. I might start coding again for this. http://dangerdeep.sourceforge.net/contribute/
    1. Re:If you are in the U.S. by ImNotAtWork · · Score: 1

      Also just because you are exempt does not mean that you have to work 80 weeks for the rest of your life check with the department of labor and see what the threshold is for continuous overtime work is with out extra compensation. If you don't stand up for yourself and be a leader management will continue to get away with poor planning and under-staffing and destroying your life.

      --
      open source sub sim. I might start coding again for this. http://dangerdeep.sourceforge.net/contribute/
  101. Re:this is happeneing not just in the games indust by faichai · · Score: 1

    So this is basic project management. In any project you have control over 4 things: Scope, Time, Budget and Quality. In the context of a software project, this basically boils down 1) to the set of requirements or features that you want to implement, the 2) duration of the tasks that are necessary to implement said scope, and 3) the number and quality of the engineers you have available to implement the scope, and 4) how much time you spend on testing the fuck out of whatever it is you created. There is interplay between all 4 axes.
    Different software engineering approaches deal with these variables in different ways. "Waterfall" methodology basically tries to nail down all 4, but in reality tends to result in variation in quality. You deliver on-time, you deliver the required (as documented) scope on time, but the quality sucks. Agile methodologies favour nailing down time (fixed iterations, time-boxes etc), budget (you have n engineers), and quality (you have a "definition of done", continuous integration etc) but scope can vary.

    This isn't anything new.

    Sounds to me like the managers (project & engineering) in the gaming industry along with their senior management are a bit retarded, and are living in the 80s as far as programmer heroics are concerned. There's only so much you can keep that up before your developers hate you.

    Then again, I used to work at Symbian and the Symbian OS' future does not seem so bright these days so what do I know :-)

  102. Re:this is happeneing not just in the games indust by Chowderbags · · Score: 1

    The flip side of this is the case of Duke Nukem Forever, which had no constraints on either features or release date. 12 years and one giant development team layoff later, even what was developed for DNF still probably won't see the light of day.

  103. Re:Hunter/Gatherers may have had more fun at work. by Paul+Fernhout · · Score: 1

    That's a rather materialistic view on "the good life".What happened to the value of singing, dancing, telling stories, eating food you enjoyed, having free time, not having someone bossing you around, time for communion with nature and the infinite, doing comprehensible work you enjoyed doing at your own pace, having time to raise children, and so on? The Sahlins article shows how most hunter/gatherers most of the time had no want for food. Would you trade, say, having time for singing and dancing and friendships for some hot water? You can always put hot rocks in a basket of water if you want hot water. And while you don't have hot water on tap, you also don't have property taxes to pay or dioxin in the food supply to digest.

    Also, you've overgeneralized the point. There is a big difference between saying there were a lot of good things about a period in human history and saying *everything* about that period was wonderful or that we should just abandon other aspects of our current lives that we enjoy. But clearly, these game developers are not enjoying their lives. So, something is wrong. Looking to the past helps give us some perspective on that.

    By the way, life expectancy after age five in hunter/gatherers may have been comparable to today. It is only in the last 100 years that human skeletons are now as tall as they were 10,000 years in the past (because agriculture was a big step backward nutritionally and culturally):
    http://press.princeton.edu/titles/6812.html

    Some things like sewage treatment are only needed because of high population densities today.

    Many people don't have access to medical care, and even when they do, the for-profit medical system harms them compared to simpler approaches (whole foods diet, fasting, sunlight, meditation, good sleep, etc.). Many chronic disease today are caused by eating poorly or not getting enough sunlight (cancer, diabetes, heart disease, mental illness, depression, influenza, autism, etc.)
    http://www.vitamindcouncil.org/treatment.shtml
    http://www.alternativeratreatments.com/eat-to-live.html
    so it is not completely clear how much happier most people are now compared to people 10,000 years ago.

    Also people back then did not know what was possible, so someone from now sent back to those times might feel different than people did who grew up then.

    And young children in the USA spend more than a decade in prison, so that can't be happy for them compared to back then either:
    http://www.associatedcontent.com/article/2445404/the_war_on_kids_a_polemic_against_public.html?cat=9

    So, sure, there are some good things about today (the internet overall seems to be a wonderful thing). But there is plenty of bad too, so the equation of how different times stack up is not so simple.

    A little bit on what America was like before Columbus (describing Haiti):
    http://www.historyisaweapon.com/defcon1/zinncol1.html
    """
    "They ... brought us parrots and balls of cotton and spears and many other things, which they exchanged for the glass beads and hawks' bells. They willingly traded everything they owned... . They were well-built, with good bodies and handsome features.... They do not bear arms, and do not know them, for I showed them a sword, they took it by the edge and cut themselves out of ignorance. They have no iron. Their spears are made of cane... . They would make fine servants.... With fifty men we could subjugate them all and make them do whatever we want." ... The Indians, Columbus reported, "are so naive and so free with their possessions that no one who

    --
    A 21st century issue: the irony of technologies of abundance in the hands of those still thinking in terms of scarcity.
  104. Re:this is happeneing not just in the games indust by LordArgon · · Score: 1

    tl;dr Features, Quality, Date: Choose Two

    Regarding "the inherent unreliability of estimation", this is exactly what agile methods like Scrum try to compensate for. People are wary of buzzwords like "agile" because they're wrongly applied all over the place (at one job I worked, we tried "agile" as meaning "nothing gets spec'd and business expects more features").

    But if you practice agile / Scrum well (I highly recommend the book "Scrum and XP from the Trenches" for a starting place), you start to see that they actually make a ridiculous amount of sense. Schedules are based on short timeboxes and bottom-up planning means devs are the ones who say "yes we can do that in this timebox" or "no we can't". The system expects you to make mistakes and feeds that input back into the next round so your estimates get better and better.

    This clearly works best in the SaaS world, where there's generally low deployment / deliverable overhead, but I believe some of the lessons of this methodology can be applied to almost any field. By empowering the engineers, you encourage a sense of pride and ownership. And when everything's humming smoothly, you deliver regularly, on time, and without a lot of stress.

  105. Re:Hunter/Gatherers may have had more fun at work. by Anonymous Coward · · Score: 0

    Hahahah! I got about 3/4 of the way through and skipped to the end of the essay.

    FREE LOVE! Have sex with everyone, have babies, the human race will go on!

    Yes, well there is what goes on during those 'in between having sex' moments. Remarkably, even with a steady diet of playful and pleasurable sex with multiple partners, there will be some people who are not satisfied and will seek fulfillment in other forms and fashions. Some of these forms will involve harming another human, there will still be competition, and there will still be grabs for power. Power in play.

    I feel his arguments and conclusions are cohesive, yet incomplete. I think he ignores the anthropological evidence of a work-based society as the default for Homo sapiens. A default society is not the only society or best society, but it is the one which has been chosen over and over again. I would enjoy living in Mr. Black's primitivist utopia, but would not cry out or fight back when it naturally develops into a work-based 'nightmare' once again.

  106. Re:this is happeneing not just in the games indust by PJ6 · · Score: 1

    Good point. I'm not a newbie, but I find that I still need deadlines to get things done unless what I'm working on is really interesting. And most of the projects I've worked on haven't been even remotely interesting.