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The Dark Side of Making L.A. Noire

JameskPratt writes "Long-time readers have no illusions of how awful the video game industry can treat its workers. Eleven ex-employee of Team Bondi, who made LA Noire, have now cited 60- to 110-hour work weeks, unusual compensation rules, and the 7-year development cycle as reasons for frustration and discontent. They claim their boss, Brendan McNamara, crushed office morale with verbal abuse and unreasonable goals. As the saying goes, the two things you don't want to see being made are law and video games." The International Game Developers Association will be investigating the matter.

242 comments

  1. No way... by the+linux+geek · · Score: 5, Funny

    Asshole bosses and ridiculous work hours? In the software industry? Say it ain't so!

    1. Re:No way... by Nursie · · Score: 5, Informative

      You're doing it wrong.

      I've had a pretty reasonable software career so far. 10 years, decent money (nothing spectracular, but decent) and outside of about two months of actual, genuine, crunchtime in there I've never worked more than 38-40 hours a week. Often less!

      There are some parts of the industry that are not managed by psychopaths, or permanently in OMG PANIC mode.

    2. Re:No way... by cshark · · Score: 3, Funny

      Yeah, I'm gonna need you to come in on the weekend... um, yeah...

      --

      This signature has Super Cow Powers

    3. Re:No way... by Anonymous Coward · · Score: 2, Insightful

      but this is about the GAMING industry.. quite a different environment.

    4. Re:No way... by j-stroy · · Score: 4, Interesting

      Percentage of overall software sales should be mandated by law for employees and contractors. The boundary for this should include coders, artists & platform port teams, but stop somewhere before functionaries such as translation and printing ad copy. It avoids but does not preclude the "union" issue. The residual would accumulate after the percentage accumulation passes the salary earned on the project. It would protect against the disenfranchisement and emotional/fiscal abuse that occurs, yet still allow producers to have a reasonable break even point.

      This whole "brand" licensing thing has funneled the money away from those who actually do the work, and the trend towards short term contractors leads to the littlest guy taking the hit on fair wages, job security and benefits to protect the bottom line of the gorillas in the room and the monkeys that fight each other all the way to the bottom to kiss gorilla butt..

      speaking from experience of being a crucial (yet by monkey madness necessity cheap) monkey employed sub-whore for several triple A titles, I have seen lots of monkey companies go down, with the same individuals being re-hired by different outfits for the same project. Just sayin.

    5. Re:No way... by ShakaUVM · · Score: 5, Insightful

      >>There are some parts of the industry that are not managed by psychopaths, or permanently in OMG PANIC mode.

      Yeah, and even game development doesn't have to be crazy like that. LA Noire, IIRC, was handed the GTA engine on a platter, so they didn't/shouldn't have needed to worry about implementation details too much except their game-specific stuff (interviews and the like).

      I'll have the occasional crunchtime... but I generally see crunchtime as a sign of bad time management skills, on my part or someone else's. Or, very infrequently, as the result of a crisis.

      When I used to work doing game development, it was a 9 to 5 job, and I had a perfectly reasonable manager and very intelligent co-workers. YMMV, in other words, in the game industry and outside of it.

    6. Re:No way... by creat3d · · Score: 2

      Oh, I almost forgot, we're gonna need you to go ahead and come in on Sunday as well... see, there's this group of crybabies that didn't want to work 110 hour weeks and just walked out, so... we sort of need to play catch up. Mmmmkay?

      --
      Grammar nazis are to this community what excrements are to gold.
    7. Re:No way... by Xtravar · · Score: 2

      I think the problem is that more people would put up with that kind of crap for "their dream job programming teh games". Just like illegal immigrants put up with crap to "live in teh americas".

      And possibly also the personality type that's attracted to making games. That's usually the type that "I like games, so I will learn how to program" rather than "I like to program, so maybe I will program games". In my experience the former ain't as smat.

      --
      Buckle your ROFL belt, we're in for some LOLs.
    8. Re:No way... by Anonymous Coward · · Score: 1

      LA Noire, IIRC, was handed the GTA engine on a platter, so they didn't/shouldn't have needed to worry about implementation details too much except their game-specific stuff (interviews and the like).

      It bothers me when people say this. L.A. Noire was written entirely from scratch. They were handed nothing "on a platter". If some of the mechanics resemble those in GTA, that's probably a direct result of the people paying the bills making some calls.

    9. Re:No way... by hairyfeet · · Score: 2

      Well would you think it was "normal" if a company regularly took one of its best and most productive teams and just shot a few of them, you know, just for shits and giggles? Time and time again, study after study, it has been shown that ridiculous hours destroy creativity and slow production because you simply can't be at your best when you are worn out. Then you have to figure in the loss of morale, the loss of experienced employees to burn out, etc.

      The quicker these ass clown PHBs in the games industry get it through their thick head that 40 hour workweeks weren't just pulled out of a hat but instead help to keep your teams productive the better. if it takes some massive lawsuits to get that message through? Oh well sometime you gotta crack the mule upside the head to make the stubborn ass listen.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    10. Re:No way... by Nursie · · Score: 3, Insightful

      Oh sure, a friend of mine started out there and reported much the same as TFA, which is why he left for more sensible parts of the industry. But the OP said "software industry", not "games industry" which is what my reply was about.

    11. Re:No way... by rtb61 · · Score: 2

      Sure, it really must be hard when you can't find the coders and are always trying to catch up. I'm sorry but I can't make it this weekend, I have a "private" (you don't burn up excuses and you don't need to make one up) family emergency to deal with. How about we discuss a pay rise Monday and I should be available next weekend.

      If they are needing to work lots of overtime it is a sign of two things, they can not get any more coders for what they are paying and you are being underpaid, leverage use it but use it politely.

      --
      Chaos - everything, everywhere, everywhen
    12. Re:No way... by cowboy76Spain · · Score: 2

      Two words: Hollywood accounting

      --
      Why can't /. have a rich-text editor? Editing your own HTML is so XXth century.
    13. Re:No way... by delinear · · Score: 1

      The problem is most PHBs aren't qualified to know good code from bad. They don't realise that the extra hours are just churning out garbage, they just know "Ooh, we wrote an extra X thousand lines of code in the same time period as my predecessor". They'd probably have a better product in about half the time if they restricted work hours and made sure their employees were well rested.

    14. Re:No way... by Intrepid+imaginaut · · Score: 1

      There are some parts of the industry that are not managed by psychopaths, or permanently in OMG PANIC mode.

      As an overall industry though, it does seem to have more than its fair share of sociopaths in management positions.

    15. Re:No way... by Anonymous Coward · · Score: 1

      I read this a lot on /., but some of us have not been so successful or lucky. It can truly suck especially if you're working for a a non-software company writing internal applications and supporting them at the same time.

      I've been happy with my salary even though all the salary surveys I've seen told me I wasn't being paid enough, but I've had some shit bosses who felt that I didn't need sleep or a social life.

      40 hours is a great week. 60 hours is not uncommon. 110 hour weeks is not unheard of although rare IME.

      Some of the worst employers I've had actually started out really great, but merged or were sold. At one place I was the 6th full-time developer along with a part-time contractor when I joined. When I left, they were down to 2 (including myself) and they had added another facility that we not only had to customize the application for but also had to support.

    16. Re:No way... by Nursie · · Score: 1

      It's a shame when that stuff happens.

      If you are in 'crunch' mode all the time then it's a sign of bad management. If it gets really bad then it's probably a sign that the company is on its way to failure. Or it could be they just don't care about their employees.

      I'd say "Get the hell out, now", but I recognise that there aren't always more jobs around for the taking whenever you feel like. I would seriously be considering a career change if your average working week is more than about 45 hours and there's no other programming work around. I don't know what I'd change to mind!

      (Note: I said that *I* would be considering a career change, other people have other priorities. Hell, some even get paid overtime.)

    17. Re:No way... by xaxa · · Score: 2

      Percentage of overall software sales should be mandated by law for employees and contractors. [...] It avoids but does not preclude the "union" issue.

      Why don't the developers form/join a union? That would seem the best way to get that law written.

      AFAIK there isn't a specific union for IT workers here (though one could be started). Prospect is the union for professional engineers. I work for the government, so some of my colleagues belong to PCS (Public and Commercial Services Union) and are going on strike tomorrow.

    18. Re:No way... by hairyfeet · · Score: 2

      See my little rant here for my take and some examples i ran into of THAT problem.

      I would say a BIG, as in Hiroshima nuke style big problem we have in this country is "upward failure" where time and time again stupidity is rewarded by those dipshits that did said stupidity either moving up and out of a dept so they don't get the blame, or using their 'success story" to move to another company like a wafting fart. I've seen morons get a promotion for 'saving significant resources on the IT budget" when all he did was fire everyone who knew WTF they were doing and hire green ass kids that didn't know shit. Needless to say by the time the excrement hits the bladed cooling device they have moved on or are no longer connected to IT therefor don't get the blame.

      This is a serious problem in this country and one that if we don't fix frankly will leave the USA in even worse shape than it is now, which I would argue is in due to no small part the above herp derp. Nobody thinks beyond the quarter, nobody looks at the long term costs or even if what they are doing is just turning a small problem into a big clusterfuck, all they notice is the immediate "gains" which as you pointed out can often be so much smoke in the rectum. Just look at how Circuit City when faced with Best Buy fired all the experienced sales people because they "cost too much". Result? Dead company. But I bet the herp derp that fired them got a nice bonus and was long gone by the time the crapola hit the wind generator.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    19. Re:No way... by ShakaUVM · · Score: 1

      >>If some of the mechanics resemble those in GTA, that's probably a direct result of the people paying the bills making some calls.

      If they reimplemented the engine and all the details from GTA, then that was a horrendous waste of time and resources.

    20. Re:No way... by MichaelSmith · · Score: 1

      I am in a different industry but a team I left recently went exactly that way. A new (and not very good) management team were brought in and suddenly it was panic panic. Everybody run around at a mad pace trying to get the work done. I suggested a process improvement to get around a data transfer which was costing them 12 hours at a time but they ignored it because there "wasn't enough time".

      I say bad management but really upper management see people being goaded into working long hours. Job done.

    21. Re:No way... by Xest · · Score: 5, Informative

      Yes, I'd say really that situations like this are even the exception in the industry rather than the norm now too.

      From what I understand, much of Rockstar has historically always been like this, I have a close friend who worked in Rockstar Vienna before it collapsed, he got out about a month beforehand and was telling me long before it collapsed how messed up it was with very similar issues as those mentioned here.

      The game industry has had to improve somewhat because developers have begun to realise that there's far more money in business software, and far less stress, because employers are more frequently treated like humans.

      I've also never had a problem doing software development, my hours are 8:30 - 4:30pm Mon - Thurs, and 8:30 - 4pm Friday and I've never had to work a minute of overtime. My last job was only slightly worse in that I finished at 5pm each day, and the pay wasn't as good, but that's really just because of career progression.

    22. Re:No way... by theillien · · Score: 1

      Games are software.

    23. Re:No way... by trum4n · · Score: 1

      Sounds like early Jobs to me. 80hours a week he said?

    24. Re:No way... by Renraku · · Score: 1

      That's almost sixteen hours a day, seven days a week. Working sixteen hours a day is downright unhealthy and I would be surprised if anything over about four hours a day per person of actual real work got done due to fatigue and stress.

      --
      Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    25. Re:No way... by hey! · · Score: 5, Interesting

      The secret is to work in a field that is useful, but unglamorous. Best treatment I ever had was in my first job, working on inventory software.

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    26. Re:No way... by Kamiza+Ikioi · · Score: 2

      It's not just software. IT jobs in general can either be very good, very bad, or in between. The problem is whether or not managers understand the difficulty of the job, and whether they micromanage. Software and administration are capable of self-motivational work, software more so than administration. But in my line of work on the administration side, I know what will work, what won't work, and what might work, and which is the easiest to try or what may have the largest payoff.

      The biggest problem I've run into is having a manager without an IT background. This type of person blames all problems on IT, thinks IT can wave a magic wand to fix the problem, and when it isn't fixed, it is because we're just refusing to do our jobs. This same type of person also tends to go for the lowest pay, meaning that if you take the job (or you get a new manager of this type), you will work only with people who are willing to take the lowest pay. Those are not the best (or happiest) people in the world to work with.

      As "crushed" as IT feels at the moment in the job market, it's still the best job market out there. And with the right experience, we can name our own price. IT needs to be more assertive. Businesses need us, period. If they aren't willing to pay, someone else eventually will. That's the advice I'd have given the software guys on the L.A. Noire project... CV, CV, CV, get that CV out there!

      --
      I8-D
    27. Re:No way... by devman · · Score: 1

      That's why he said software sales (gross), not net revenue.

    28. Re:No way... by bigstrat2003 · · Score: 1

      iirc, Team Bondi wasn't owned by Rockstar when they began development on LA Noire. Perhaps by the time they came to be a part of Rockstar, they already had the engine complete and didn't need the now-accessible GTA engine?

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    29. Re:No way... by PopeRatzo · · Score: 1

      Games are software.

      Not the way I do it.

      --
      You are welcome on my lawn.
    30. Re:No way... by Anonymous Coward · · Score: 0

      L.A. Noire does not use Rockstar's RAGE engine.

    31. Re:No way... by PopeRatzo · · Score: 2

      Besides being the best way to get decent pay and working conditions, unions are also the best way to improve an economy, grow a healthy middle class and make society better generally.

      They are the only way to make the structural imperatives of a corporation beneficial for society instead of destructive.

      --
      You are welcome on my lawn.
    32. Re:No way... by yeshuawatso · · Score: 2

      Percentage of overall sales won't make the management team seek better working conditions for the workers, if anything, it will make them worse since management will have an incentive to shorten the development cycle and pump out more loads of crap. The more SKUs out there, the harder it becomes to manage, meaning more overhead and less profits. After a while of eating the profits, gaming developers will begin to close their doors since the reward is now actually LESS than the risk.

      If you want to change the system, then management will need to understand project management better. This way they can accurately predict the timelines, budgets, and desired profit margins BEFORE a contract is signed. The best way to get the management to change, is by demonstrating a clear path between destructive management policies and the smaller bottom line.

    33. Re:No way... by Anonymous Coward · · Score: 1

      How romantic you are.

      Probably, you'll be fired on Monday when you return from your "private emergency". The reason they not get any more coders its because they choose to, because every coder added eats against the bottom line, so if there are two coders how will happily work 80-100h per week to do the work of three coders, the "management" always will go that way.

      And the reason you'll be fired on Monday is because there are TONS of people with your skillset ready to take your job and do those "sacrifices".

      As Strother Martin says, "I don't like it any more than you men"

    34. Re:No way... by geekoid · · Score: 1

      It's a serious problem in all large company, regardless of country. Hell, in most countries it's a lot worse then in the US.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    35. Re:No way... by Lunix+Nutcase · · Score: 2

      You do realize that the development started 3 years before they were ever part of Take Two, right? They weren't "re-implementing" anything since there was no engine for them to be given.

    36. Re:No way... by Pinky's+Brain · · Score: 1

      This is not production line work, there are order of magnitude differences in productivity between developers ... let alone the time it takes to get up to speed. With that kind of attitude you aren't going to get star developers, of which there aren't tons ... tons of mediocre ones of course and sometimes that's enough (marketing can sell almost anything in the end).

    37. Re:No way... by tripleevenfall · · Score: 1

      This is the software industry, in many places and companies.

      Pressure middle managers to minimize labor. Use developers up like a pencil eraser, and when they quit, replace them with a new college grad. ???. Profit.

    38. Re:No way... by tripleevenfall · · Score: 2

      Exactly. So long as the economy is in the tank - and there are currently no signs that is going to change - you don't have a lot of leverage.

    39. Re:No way... by Anonymous Coward · · Score: 0

      "Insightful?" Give me a break.

      Maybe all laborers constructing buildings should get a cut of the building profits, then, too, right? Or all workers in cane fields get a profit of the sugar industry?

      JUST SAYIN'

    40. Re:No way... by couchslug · · Score: 1

      Fine except for the "by law" part. That's not the governments business.

      Don't like the working conditions, organize a union or leave. It's not like you work in a coal mine where you need the MSHA to keep you from getting killed.

      --
      "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
    41. Re:No way... by bsDaemon · · Score: 1

      The faceless gods of the economy demand that the game devs make up for all the productivity lost due to people playing their product.

    42. Re:No way... by ultranova · · Score: 1

      Why don't the developers form/join a union? That would seem the best way to get that law written.

      Because that would mean admitting that they are merely average and that even if they weren't, even if they were the very best, they would not indispensable.

      It's the same mechanism that makes people who aren't rich vote right-wing - just in case they some day might be.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    43. Re:No way... by Anonymous Coward · · Score: 0

      I know you're being sarcastic, but people need to know they shouldn't put up with that shit. It's not normal and it's not okay.

      I've been in the software industry for 8 years and have never had to deal with ridiculous work hours.

      Just don't do it. You might need to occasionally put in some extra hours, I'll buy that..but it should be rare and it should be for something important.

      The reality is, you can always walk away or just start working normal hours. What are they going to do? Fire you for not working unpaid overtime? You'll find another job.

    44. Re:No way... by operagost · · Score: 1

      You mean like this?

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    45. Re:No way... by Toonol · · Score: 1

      I think your first point is quite true and significant, and your second point is completely wrong.

      Score: 50% :)

    46. Re:No way... by Lunix+Nutcase · · Score: 1

      LA Noire, IIRC, was handed the GTA engine on a platter,

      You don't remember correctly. LA Noire started being developed in 2003 which was 3 years before the initial release of the RAGE engine. The only way they could have been "handed the GTA engine on a platter" was through having a time machine.

    47. Re:No way... by director_mr · · Score: 2

      Wow, Just get unions and instantly the economy, middle class and society improve! It's like magic. Do we also get unicorns?

    48. Re:No way... by Toonol · · Score: 1

      Besides being the best way to get decent pay and working conditions,

      For the shrinking percentage of workers that have union jobs. Not only do unions reduce the number of overall workers a company can hire, increasing unemployment... it makes the company less competitive, greatly increasing unemployment.

      Unionization of IT workers would simply accelerate the movement of jobs outside of the country, resulting in more layoffs here. At this stage, I'd FAR rather have two $40,000 jobs created than one $80,000. Unemployment is our greatest economic problem.

    49. Re:No way... by elrous0 · · Score: 1

      Why don't the developers form/join a union?

      Because management would fire them, move to an at-will state, and hire a new staff from the pool of young developers who would gladly line up and hand over their left nuts to work on a Rockstar game.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    50. Re:No way... by Anonymous Coward · · Score: 0

      It's your own damn fault. What do you do, if your boss attacks you with verbal assault and treats you like a animal?

      YOU SAY NO.
      ALL of you. If you have to, you FORCE those with no balls and no spine to say no with you!
      And then, in the spirit of natural selection and learning from one's mistakes by remembering the pain, you punch him in his asshole face.

      I don't get why geeks have so little self-confidence that they ignore their sense of right and wrong.
      And why they always make the most wrong excuses possible. Like "But otherwise I lose my job.", when the only reason why they are treated like shit, is because they make that fallacy.
      Saying no doesn't ever make you lose a job that you don't secretly want to lose anyway. If you know something is not acceptable, and you say it with confidence, the other side knows exactly that it is not acceptable.
      If they want to do it anyway, that's comparable to rape. Any in a healthy natural cave man society, he would get a hard punch in the face and a night with the wolves for it! Making you the new leader of the group.

    51. Re:No way... by halowolf · · Score: 1

      I was in the "other" software industry too and at one point was working ridiculous hours when I was on 3 simultaneous projects. Eventually I just became a contractor and haven't worked unreasonable hours since. If a few extra hours are needed, then I damn well get paid for them.

    52. Re:No way... by bertoelcon · · Score: 2

      It's not just IT. Jobs in general can either be very good, very bad, or in between

      FTFY

      --
      Anything can be found funny, from a certain point of view.
    53. Re:No way... by j-stroy · · Score: 1

      Regardless of production planning, in sub-contractor (monkey) shops, the budget a production team has is decided during a frenetic few day/week bid process where they are played against each other by a publisher (gorilla) to cut their bid by substantial percentages (think 50% or so).

      There is little management can do when served that plate of shit. Anyone seen yelling matches with the boss who keeps bidding low to keep his foot in the door with the publishers? Throw your plans out the window and shift into firefighting mode from day 1. That is why these small studios wither so frequently, people do vote with their feet; however, same story at the next job due to the structure of cash-flow in the industry. Same result if employees do not deliver, the company loses the contract and everyone on the team is out of a job, especially if they are short-term contractors brought in for the production. Teams making sensible modular re-useable code will win in the long run, because developing long term efficiency will be rewarded long term by residuals rather than seen as overhead on "work for hire."

      Forcing residuals to trickle down assures that the big publishers have to pay out to those that keep their brand going year in year out. Instead, its a shell game where no one is around long enough to allow them to assert themselves as a stakeholder except the skullfucking motherfuckers. There needs to be some method of directing cash to the periphery rather than keeping it above the glass ceiling. I think that small companies will certainly have better stability and working conditions given that, rather than the oft heard hollow promise of "next year's contract".

    54. Re:No way... by shadowfaxcrx · · Score: 1

      I dunno. Is it really a software industry problem, or a "management roles tend to attract sociopaths" problem? Not trying to say that it's not a problem in the software field, but I've worked in a lot of industries since getting my first job at the ripe old age of 15, and every single one of them has had at least one management-type who was a psychopath.

      When you think about it, if you're prone to lording it over people and treating them like underling crapnuggets, you're naturally going to be attracted to a management position.

      --
      "I disagree with you" does not equal "flamebait."
    55. Re:No way... by scot4875 · · Score: 1

      Besides being the best way to get decent pay and working conditions, unions are also the best way to improve an economy, grow a healthy middle class and make society better generally.

      You forget -- when the ownership class organizes against the working class, that's just doing business. But when the working class organizes, that's SOCIALISM.

      --Jeremy

      --
      Jesus was a liberal
    56. Re:No way... by Xyrus · · Score: 1

      I'm just glad to see that the game industry is exactly the same as it was when I left it 8 years ago. It builds character. Puts hair on your chest. And at the end, your most likely to be eaten by a Grue.

      More seriously, this kind of thing will continue to happen until game developers push back. Unlikely, to say the least. Too many naive kids want into the game industry.

      It's just like Hollywood, without the guilds/unions protecting employees and even less prospect of becoming a star.

      --
      ~X~
    57. Re:No way... by Anonymous Coward · · Score: 0

      I figured we could bomb the heck out of the industrial capacity of the civilized world. That worked pretty well the last time.

    58. Re:No way... by MikeTheGreat · · Score: 1

      because employers are more frequently treated like humans.

      Yeah, I totally know what you mean. Since corporations are people too it's important for employees to pick an employer that gets the respect, treatment, and legal benefits that the employer deserves!

      (I know it's a typo, but it's a funny typo :) )

    59. Re:No way... by HornWumpus · · Score: 1

      Hollywood accounting has moved on.

      You now need 'first gross points' or you get fucked.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    60. Re:No way... by AgentSmith · · Score: 1

      Education

      Educate younger programmers to not accept this. Even if it is their "dream job". There are plenty of game development houses out there who do not treat people like this. Whether they are indie game companies or big names. The people I know in the game industry started out programming and creating test games on their own like a portfolio. They shopped themselves around to game companies as either an artist, a programmer or both.

      Educate the consumers. Are there not places aside from Labor and Industry departments where a programmer or a collective group of programmers can anonymously report these practices? This should allow the consumer to vote with their wallets! This next part is a little pie-in-the-sky, but consumers also have to care enough about how their games are being made. When a game company's name lands on this 'website' is should be equivalent to saying that someone has B. O. along the lines of the Black Plague. Companies should work hard to get their name off that list not unlike a SPAM blacklist.

       

    61. Re:No way... by Anonymous Coward · · Score: 0

      Since the dawn of recorded history, society has worked this way. Calm down, Chicken Little

    62. Re:No way... by Darinbob · · Score: 1

      Yes, panic and crunch time are part of a typical work day at a games company, not some outlier. I am still amazed at kids who want to become game programmers as their highest ambition.

    63. Re:No way... by Arcaeris · · Score: 1

      Just get unions and instantly the economy, middle class and society improve! It's like magic. Do we also get unicorns?

      Well, you can't spell "unicorn" without "union," can you?

    64. Re:No way... by PopeRatzo · · Score: 1

      Wow, Just get unions and instantly the economy, middle class and society improve! It's like magic.

      Not magic - economics.

      The better the middle class does, the better wages they make, the more demand there is for products.

      Labor precedes capital, always. Demand precedes supply, always.

      Ronald Reagan turned those laws on their heads and after thirty years of supply-side economics, this is what we've got.

      --
      You are welcome on my lawn.
    65. Re:No way... by PopeRatzo · · Score: 1

      For the shrinking percentage of workers that have union jobs. Not only do unions reduce the number of overall workers a company can hire, increasing unemployment... it makes the company less competitive, greatly increasing unemployment.

      None of that is true. Unions do not decrease the number of workers a company can hire, because better wages increases demand for products.

      Unions do not make a company less competitive. They never have. Bad contracts can make them less competitive though.

      You remember hearing how retirement benefits were breaking auto companies? Do you know how those retirement benefits got into the contracts? Because the car companies thought that they'd make out better if they put the benefits on the back end instead of increasing salaries, which the unions were after. Well, when people started living longer, it came back to bite the companies. And at the time those contracts were signed, the pay increases sought were very modest. But greed got the companies in trouble. It wasn't the unions' fault.

      --
      You are welcome on my lawn.
    66. Re:No way... by director_mr · · Score: 1

      Your enigmatic statements mean nothing without context. I can think of several instances where unions have had a negative affect on the economy and the middle class. I hate it when people feel one concept is the solution to all problems. If you have a union make unreasonable demands and not take into account competition it can destroy an entire region. Just look at Detroit.

      Nor are unions the only way to secure workers rights. You can easily leave a job and find another if you don't like the conditions. Why wait for someone else to fix the issues for you?

      I am mostly concerned by your robotic repeating of mantras as if they have inherent meaning. Repeating mantras reveals a weak mind, ALWAYS. Saying slogans over and over means you are a dimbwit, ALWAYS.

    67. Re:No way... by PopeRatzo · · Score: 1

      I can think of several instances where unions have had a negative affect on the economy and the middle class.

      You believe it was unions that destroyed Detroit and not a trade policy that rewarded companies for short-term thinking and for moving jobs overseas?

      I think that's an indication that you have not been exposed to reliable information about the history of manufacturing and the labor movement in the United States.

      Nor are unions the only way to secure workers rights. You can easily leave a job and find another if you don't like the conditions. Why wait for someone else to fix the issues for you?

      And why not organize to make your negotiating position stronger? Issues like working conditions, safety, benefits, do not respond to individuals negotiating for themselves. Unions are not the solution to all problems, only the ones that have to do with the relationship between worker and owner. And the ones that have to do with a healthy middle class. And the ones having to do with a healthy post-industrial economy. Other than that, unions don't do much of anything.

      I don't think you understand what you're workday would be like today if it had not been for a century of people fighting for workers' rights. Chances are you would not have grown up in a nice comfortable neighborhood and gone to a decent school. You certainly would not have grown up in such a prosperous nation with a strong middle class.

      And please, take care not to think that because you have made it to middle management that you mean any more to the company than the lady who cleans your office at night. You can be willing to loyally do management's bidding and they still won't know your name. You have a lot more in common with that humble lady than you do with upper management.

      --
      You are welcome on my lawn.
    68. Re:No way... by Xest · · Score: 1

      I read it over after I posted and noticed, Slashdot's lack of ability to edit posts makes me want to cry sometimes, but then, editing of posts would lead to much more fuckwadery so it's probably for the best, even if it does allow you to make yourself look like a tit sometimes!

  2. Bad Industry by Renraku · · Score: 0

    And why do you suppose she was allowed to do this?

    Because she had done it before and had gotten away with it. Don't like it? Find another job. That's the industry for ya.

    --
    Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    1. Re:Bad Industry by im_thatoneguy · · Score: 5, Insightful

      The problem is that it's destructive to society. There is a halo to the Film and Game Industries. They seem like they're super exciting and people invest a lot of time and money on training to be able to get a job doing it--and then a year in discover that the reality of 10 100 hour weeks back to back is very different than the idea of it.

      So yes, they do eventually quit. And a whole new batch of young and naive fools fall into the meat grinder. The normal market forces where you run out of talent just don't exist.

      Another problem is expectation. As it said in TFA most of these people were told it was a 12 month job and that they would get bonuses/overtime if they stuck around to the finish. You get into the Gambler's fallacy pretty quick. "I've already put in 6 months. I can tough out another 6 for a huge fat bonus." And then 12 months promised turns into 5 years so they quit having put in longer than they had hoped but gotten less than promised.

      The real tragedy is that it doesn't need to be that way. As was pointed out in multiple interviews with ex-staff you have huge waste. You don't have to run a 24/7 crunch for 8 years. That's just poor management excusing their incompetence. I've seen it before many times. The leadership treats the people as dispensable. The people quit. They fall behind. They treat the next people like shit. They quit. They fall further behind. If they had paced themselves at the beginning and been honest that they couldn't match their deadlines then ultimately they would be more productive and finish sooner. But they also have the publisher breathing down their neck and they know that admitting to needing a 100% larger budget will end the project. Asking for 10 10% extensions to not "let the work done so far go to waste so far" keeps their death spiral alive.

      Eventually the game gets released. Eventually if it's halfway decent it'll probably make its money back. The whole fucking fiasco looks like it was the right decision and they do it all over again.

    2. Re:Bad Industry by LandDolphin · · Score: 4, Insightful

      If only there was some sort of way the employees could group together to increase their bargaining power with employers to avoid these situations.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    3. Re:Bad Industry by Anonymous Coward · · Score: 2, Funny

      If only there was some sort of way the employees could group together to increase their bargaining power with employers to avoid these situations.

      If you consistently work over 40 hours a week your employer must compensate you for it even if you're salaried.

      The problem isn't that they aren't unionized, the problem is they're too chickenshit to stand up to their boss, or to take the time and effort to report labor violations to the Wage and Labor commission. If the employees demanded the compensation they are already legally entitled to, and go to the proper authorities if it isn't provided, then the problem would solve itself rapidly when the boss realizes he's paying more in OT than he'd pay for doubling his staff size.

    4. Re:Bad Industry by Intrepid+imaginaut · · Score: 1

      That pretty much encapsulates the whole problem neatly there. It might also be a good descrition of the internal environment of many web 2.0 companies.

    5. Re:Bad Industry by wisty · · Score: 1

      What bothers me isn't just the shitty treatment (and subsequent brain drain) of programmers.

      It's the focus on hours.

      Profitable companies force their employees to get the job done. Stupid companies force their employees to work 100 hour weeks. The employees very quickly sense that their boss is an abusive shithead, and take their revenge by lowering their profitability-per-hour. They don't get the job done, they just screw around doing busy-work (pretending to be productive). Why should they bust their asses to ship, when all the profits and credit will go to the shithead boss?

    6. Re:Bad Industry by w_dragon · · Score: 2

      Don't know about you, but where I am IT staff fall into the same category as firemen and electricians in that they can work infinite hours with no overtime if paid on salary because they are critical to the operation of the public infrastructure. Which is BS, and the fact that IT is vaguely defined to easily include software developers is also BS, but legally the companies can screw us over in quite a few areas.

    7. Re:Bad Industry by collar · · Score: 3, Insightful

      The real tragedy is that it doesn't need to be that way. As was pointed out in multiple interviews with ex-staff you have huge waste. You don't have to run a 24/7 crunch for 8 years. That's just poor management excusing their incompetence. I've seen it before many times. The leadership treats the people as dispensable. The people quit. They fall behind. They treat the next people like shit. They quit. They fall further behind. If they had paced themselves at the beginning and been honest that they couldn't match their deadlines then ultimately they would be more productive and finish sooner. But they also have the publisher breathing down their neck and they know that admitting to needing a 100% larger budget will end the project. Asking for 10 10% extensions to not "let the work done so far go to waste so far" keeps their death spiral alive.

      People leaving / burning out is the big problem, you just can't drive people to do any kind of non-mechanical work for those kinds of hours over an extended period of time. When they do leave, they take most of the knowledge they've gained about the project with them (regardless of the documentation procedures you have in place), which puts the development even further behind, driving management to crack out the whip and feed the cycle some more.

      The absolute worst thing you can have is staff turnover in software projects, if you had 30% more workforce and your turnover was low, you'd gain more than those wages back in compression of delivery schedule and hence less wage duration (i.e., maybe it wouldn't have taken them 7 years to finish the game). That's without even thinking about if the 80th hour of a programmers work week is as productive as the 40th (it's not).

      The problem is that game dev managers; see a willing workforce out there that they can abuse because of the industry, have stupidly optimistic deadlines and budgets set to even get the project approved and a general distain for project management as a task (it's all about getting people to tap keys as long and as quickly as possible).

    8. Re:Bad Industry by darjen · · Score: 1

      Yep, it perfectly describes a couple digital agencies that I have worked for in the past. I finally quit the consulting path and got a decent job in a large corporate environment with steady 7.5 hour days. Life is much better.

    9. Re:Bad Industry by thePowerOfGrayskull · · Score: 1
      It won't work in the gaming industry. People spend their childhood playing games and wanting to develop them. Crunch time hours a part of the industry mystique, and are something that is considered a right of passage by people who have already done it and people who want to get into the industry. By the time people burn out on it, they really just want out - they're not interested in raising a fuss over it.

      The only way this can improve is if enough companies with a clue start hiring develoers, treating them well, and still produce AAA titles.

    10. Re:Bad Industry by ultranova · · Score: 1

      Profitable companies force their employees to get the job done.

      No they don't. Profitable companies cooperate with their employees with the understanding that both need the other to get their money. This plays nicely with human instincts to belong to a society, breeding goodwill, loyalty, and unwillingness to defect.

      Companies that treat their employees like enemies to be forced get just that - enemies.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    11. Re:Bad Industry by citylivin · · Score: 1

      Well where I work they get around paying overtime by offering "flex" time. Which is simply a 1:1 time committment. You work 10 hours one day, you can take 2 off on another day. Sucks ass I think, because the ratio should be 1:1.5 or 1:2. They should reward workers for working what really is overtime, instead of simply time shifting your hours.
        But thats IT for you!

      --
      As a potential lottery winner, I totally support tax cuts for the wealthy
    12. Re:Bad Industry by snowgirl · · Score: 1

      If only there was some sort of way the employees could group together to increase their bargaining power with employers to avoid these situations.

      If you consistently work over 40 hours a week your employer must compensate you for it even if you're salaried.

      The problem isn't that they aren't unionized, the problem is they're too chickenshit to stand up to their boss, or to take the time and effort to report labor violations to the Wage and Labor commission. If the employees demanded the compensation they are already legally entitled to, and go to the proper authorities if it isn't provided, then the problem would solve itself rapidly when the boss realizes he's paying more in OT than he'd pay for doubling his staff size.

      Except most programmers are Salary Exempt, and thus are not guaranteed overtime.

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
    13. Re:Bad Industry by snowgirl · · Score: 1

      It won't work in the gaming industry. People spend their childhood playing games and wanting to develop them. Crunch time hours a part of the industry mystique, and are something that is considered a right of passage by people who have already done it and people who want to get into the industry. By the time people burn out on it, they really just want out - they're not interested in raising a fuss over it.

      The only way this can improve is if enough companies with a clue start hiring develoers, treating them well, and still produce AAA titles.

      And there is simply no incentive for the companies to treat their workers well, because there is a line a mile long out the door of people ready to be exploited.

      It's a classic/textbook example of an exploitative industry... the way we fixed these jobs in the past have been to unionize across companies, as well as implement regulation.

      Of course, the libertarian answer of "employees can just quit, and eventually the employers will fix what's wrong" is just way easier to say, and implement, because that means no one has to do anything about it.

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
    14. Re:Bad Industry by thePowerOfGrayskull · · Score: 1

      Of course, the libertarian answer of "employees can just quit, and eventually the employers will fix what's wrong" is just way easier to say, and implement, because that means no one has to do anything about it.

      This industry is very strange in that people want to get into it so badly ... and more, many of them expect poor treatment going into it, and think it's acceptable - worse: they could be said to find it desirable (until they get into it). It's the risk of a buyer's market; still, I do see this changing -- without the dubious benefit of forced regulation or unions. More and more developers actually *are* speaking out, and many smaller companies are beginning to see the light. These companies will/are beginning to attract the higher-talent developers that the big companies depend on.

    15. Re:Bad Industry by snowgirl · · Score: 1

      This industry is very strange in that people want to get into it so badly ... and more, many of them expect poor treatment going into it, and think it's acceptable - worse: they could be said to find it desirable (until they get into it). It's the risk of a buyer's market; still, I do see this changing -- without the dubious benefit of forced regulation or unions. More and more developers actually *are* speaking out, and many smaller companies are beginning to see the light. These companies will/are beginning to attract the higher-talent developers that the big companies depend on.

      Well, Marx was a bit of a pessimist and didn't expect to see the western world fixing the problems that they were facing, and thus purposed violent revolt. I'm pretty much a pessimist at heart. I suppose, I should account for the few non-greedy people out there that will actually help change the system... I just find it easier to work under the theories of the people arguing against me. I want to present why libertarianism isn't a good idea, so I make the assumption that all people are heartless bastards who will exploit employees at the expense of profit at every turn.

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
  3. Guess by MemoryDragon · · Score: 1

    This seems to be the standard at Rockstar games, wasnt this the same with Red Dead Redemption. Probably one of the reasons
    why Rockstar closed its vienna office, they could not get away with such abuse there, due to the strong labor laws.

    1. Re:Guess by MemoryDragon · · Score: 3, Insightful

      Just to sum it up, stories like these kept me away from the games industrie even when I was younger.
      Your life and health and family is not worth it to work on the next cool game. Sorry, but the game will be forgotten
      within half a year, a burnout a divorce or even worse damage wont be forgotten in a 10 years timeframe if ever.
      All I can say is stay out of hellhole companies wo seem to have a history of burning through
      their employees.

    2. Re:Guess by elrous0 · · Score: 1

      The only difference is that L.A. Noire was apparently developed by a bunch of Aussie programmers who had never worked in big-time game development before. The fact that they were shocked by 60-80 hour work weeks and crunch times just shows how little experience they've had working on A-list titles.

      Any programmer who thinks that the game development world is similar in scale or kind to the software development world in general just hasn't been paying attention.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  4. what about the dark side of playing? by cheeks5965 · · Score: 5, Funny

    the three hours I spent on duke nukem are lost forever.

    --
    -- Flame me and I will happily flame you back. Bring it!
  5. Par for the course by HalfFlat · · Score: 2

    ... at least, this matches my experience at an Australian game development company. At least we didn't have to suffer this for seven years before shipping, though.

    Sure enough, after shipping, the company lost 70% of their coders and they were reduced to producing shallow clones of their original (good) game.

    The game industry is, basically, sick.

  6. Super Chicken... by Gavin+Scott · · Score: 3, Insightful

    You knew the job was dangerous when you took it Fred.

    These days is anyone surprised that working for a games company is something that's best done by the young and unattached? And asshole bosses exist everywhere. Learn from the experience and move on. From all accounts I've seen, you guys produced a pretty darn awesome game.

    G.

  7. These people by oldhack · · Score: 1

    They are the sort that bang their heads against wall and whine about headache.

    --
    Fuck systemd. Fuck Redhat. Fuck Soylent, too. Wait, scratch the last one.
  8. Outsourcing? by blackicye · · Score: 0

    I'm not defending Team Bondi, and I'm sure it wasn't the most pleasant job in the world, but soon the complaints from the game developers will be that everything is getting outsourced, and they're having difficulties finding a job in the industry.

    As far as unusual compensation goes, I don't think it's a fair expectation for the majority of the game developers to buy a Ferrari each time they complete a project.

    Why in the world would any company want to continue employing coders from a pool of prima donnas, when they can get it done with slave labor for 20% of the cost in India or China,

    1. Re:Outsourcing? by mustPushCart · · Score: 3, Insightful

      You cant move coding offshore for game development. You can do it for generic software/website/enterprise system which is brain dead boiler plate coding for some huge bank that they can milk for maintenance contracts. But making a game requires very rapid prototyping, a huge variety of technical skills, creativity and honestly? a bit of love. Knowing what you are making and being passionate about it will be lost when transferring code oversees where there are no designers and no beta testers to fix it. How can u explain a level or gameplay mechanic through a requierment spec?

      India is already a source for artwork for games and film but programming? no way. I know, ive looked for jobs here (a lot of art studios) and there are very few end to end game studios.

    2. Re:Outsourcing? by Dr_Barnowl · · Score: 2

      I think the main complaint about "unusual compensation" was that they were expected to work huge amounts of overtime, but weren't paid for it unless they stuck with the project until 3 months after it's release date ; this pretty much encourages management to treat people like shit so they will leave and forfeit their (huge) overtime bill.

      I hardly think it's "prima donna" to expect to work the time you are contracted for, get paid for your overtime, and have the truth told to you by management (unlike one guy who worked 3 x 100 hour weeks back to back to meet a deadline for a press demo release that never occurred, and was probably just a fabrication to get shitloads of work out of him). Most of these guys are not coders either - the majority of work effort on a game like this is content production.

      And as for the Ferraris? To date, LA Noire has sold 1.94 million copies on combined PS3 and Xbox360 sales, on the back of 5 weeks of sales. With a used Ferrari running to about $300,000 I think they could afford a few.

    3. Re:Outsourcing? by Anonymous Coward · · Score: 0

      I think the main complaint about "unusual compensation" was that they were expected to work huge amounts of overtime, but weren't paid for it unless they stuck with the project until 3 months after it's release date

      This is a wage and labor violation, and if the employees would take the time to stand up for their rights they'd get paid the OT when they worked it as the law demands. Your employer can elect to provide you a bonus in addition to the OT for your work at a later time, but they have a specific amount of time to cut you a paycheck after you worked the hours. And even if you're salaried they DO have to pay OT if they're consistently working you over 40 hours a week.

    4. Re:Outsourcing? by CaptainZapp · · Score: 2

      You can do it for generic software/website/enterprise system which is brain dead boiler plate coding for some huge bank that they can milk for maintenance contracts.

      Actually it usually doesn't work at all, except for very, very standardized processes (i.e. credit card processing). I have never seen a successful software implementation, where the software was created by off shoring. It's just impossible to create specs, which are so specific that there's absolutely no ambiguity. In addition: domain knowledge is basically non-existent in offshore coding sweat shops.

      Example needed? Our awesome time reporting system. I just know what one line of the spec said:

      Must be able to enter hours

      That's exactly what you can do. Unfortunately you're not able to enter minutes or even fractions of an hour.

      I totally agree with you. I just wanted to point out that it's actually worse.

      --
      ich bin der musikant

      mit taschenrechner in der hand

      kraftwerk

    5. Re:Outsourcing? by Apocryphos · · Score: 1

      "Must be able to enter hours"

      That is a shit requirement, and you really can't blame the off-shore software group for the end result. I'm not saying they didn't deliver a crap product, but I am saying your example is essentially negative. i.e. that YOUR company was the weak link.

    6. Re:Outsourcing? by Anonymous Coward · · Score: 0

      Two million sales and seven years of development time?
      They haven't even hit break even yet.

      I did game development for 17 years, from 3DO to current consoles. Out of the dozen or so titles I've worked on only one or two had crazy hours for extended periods. Rockstar just sucks as an employer.

    7. Re:Outsourcing? by geekoid · · Score: 1

      " a bit of love"
      no. THAT is what managers use to abuse you.

      PPSSSSTTTT: Programming isn't some secret mojo, anyone can learn it and India has smart, educatated and passionate programmers. You are not a perfect little flower.

      "How can u explain a level or gameplay mechanic through a requierment spec?"
      If you can not do that, you aren't any good at what you do.
      Sorry to burst your bubble, but if you can' communicate it, your just guessing your way through it.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    8. Re:Outsourcing? by The+Moof · · Score: 1

      That's the point, though. When a shit spec is received, outsourced developers won't request clarification of the requirements. They'll do exactly what the spec says, regardless of how awkward or incorrect it may seem. Outsourcing is like to telling a robot what to do.

    9. Re:Outsourcing? by mustPushCart · · Score: 1

      I've gone above and beyond the call of duty a few times to put something that i felt would add a lot to a game/level. I've always felt a small feedback loop exists between the gamedesigners and the programming team where the programming team will suddenly think of a tweak, implement it and show it to the designer. Usually its something small that takes very little coding but has a noticable effect on the feel of the game. Im not sure how often it happens but i've seen it a few times.

      The level design and artwork goes art director -(words)-> concept artist ->(image)> 3dArtist/texturer etc.
      you can send the concept image to a different team and expect a near spec output. But try explaining what kind of concept art you are looking for using a requirement spec even without images and you'll see what I mean. Having said that i think most studios retain a few concept artists to send concepts abroad where the bulk of the 3d artwork is done.

    10. Re:Outsourcing? by CaptainZapp · · Score: 1

      That's the point, though. When a shit spec is received, outsourced developers won't request clarification of the requirements. They'll do exactly what the spec says, regardless of how awkward or incorrect it may seem. Outsourcing is like to telling a robot what to do.

      Amen. That was exactly my point.

      --
      ich bin der musikant

      mit taschenrechner in der hand

      kraftwerk

  9. How about a better industry by Anonymous Coward · · Score: 0

    Another sign the industry needs a revamping.

  10. It's pretty simple. by Petersko · · Score: 3, Insightful

    The first time somebody pulled something like that I would find them alone and tell them point blank that I'm not going to take that. Ever.

    The second time I would pull my prepared letter of resignation out of my desk, sign and date it, and hand it to him right in front of everybody.

    Yeah, yeah, yeah. Blah blah want to get in the industry blah blah need a job blah blah. If he was hired at a gaming company he's got the resume to get a job doing something different.
    Being treated reasonably is not something I'm willing to give up. You know that "Animal House" initiation scene? "Thank you sir, may I have another!" Well, if they keep doing that to you after pledge week it's time to quit the fraternity.

    1. Re:It's pretty simple. by Anonymous Coward · · Score: 1

      Wasn't this Team Bondi? A developer based in Sydney Australia? It's not like the games industry is currently booming in AU. Hell, there aren't a lot of options if you want to live in a) Australia, and b) develop games.

    2. Re:It's pretty simple. by geekoid · · Score: 2

      If you're going to work 100 hours a week, get a 40 hour job, and spend the other 60 working on your own game company.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  11. Don't like the conditions ? Vote your your feet! by billcopc · · Score: 4, Insightful

    Every time I hear a sob story like this, I can't help but wonder why employees tolerate this kind of abuse. If the job is going to shit, LEAVE! If you have any saleable skills, you can take them elsewhere. I'm not saying they need to unionize, but almost... If game developers stood shoulder-to-shoulder and said no to hostile work environments, the industry would be forced to adapt. It sounds very much like these people are afraid to say no. You'll say "but what about the house" ? Fuck the house! What good is a house when you spend every waking moment at work, eating advil by the handful ? Fuck the house, and fuck the job. You have better things to do in life than pad some greedy sociopath's stock options.

    Conversely, if Rockstar needs 110 man-hours a week for every coder, they should hire 2 extra coders to meet the demand. If that breaks the budget, fuck the project, it's an unprofitable project. If it can't be profitable while adhering to reasonable work conditions and timelines, then it should not be undertaken in the first place. If a guy called me tomorrow and said he wanted a Facebook killer for $50, I'd cheerfully invite him to die in a fucking fire. No, scratch that, I'd go to his house and beat him to death with a Chia Pet for even proposing such a ridiculous venture. Game devs need to learn to do the same thing. Democracy only works if you have the brass balls to stick to your guns.

    --
    -Billco, Fnarg.com
  12. It didn't work by phantomfive · · Score: 3, Insightful

    Apparently it didn't work. Wisdom says treat your employees badly, and they'll do shoddy work. What happened after several years of poor product management, treating employees like dirt, Rockstar had to seriously cleanup a lot of the code, which is why the game was delayed. Rough stuff.

    As a programmer that makes me feel happy. I like to hear that their is an advantage to treating employees well.

    --
    "First they came for the slanderers and i said nothing."
  13. Game development sucks by bonch · · Score: 2

    Making games has to be one of the most barbaric, ass-backwards forms of software development. The worst crunch times, the longest hours, the greediest publishers, and the most amateur media covering it all. Other entertainment mediums such filmmaking or writing have veterans who keep creating for decades, but the game industry burns out its stars and drives them away; e.g., Will Wright.

    1. Re:Game development sucks by ShakaUVM · · Score: 1

      >>Making games has to be one of the most barbaric, ass-backwards forms of software development.

      Don't believe the hype. Well, believe it, I guess, but it's not always that way.

      I used to work in game development, and have (or had) friends or acquaintances at Obsidian, Midway, Bethesda, Valve, Sony, SOE, various Facebook game companies, and so forth.

      There's just as wide a range of experiences in the game industry as in other industries, though it probably does trend a bit toward younger developers and longer work hours. You can have a bad boss working for Microsoft, and you can have a bad boss at Rockstar. The only difference is I think people are willing to put up with shit a bit more when they're working on something they love, and people love video games more than working on an incremental release for Outlook or whatever.

    2. Re:Game development sucks by Psychotria · · Score: 1

      The thing is that the studio was (is?) in Australia. There are laws that are meant to combat/discourage/stop this kind of employee abuse. I mean, really, the developers should not have had to put up with the alleged pressures and non-pay for overtime, etc, etc.

    3. Re:Game development sucks by Anonymous Coward · · Score: 0

      Add to this:

      Tests are for people who write bugs.
      Documentation is for people who can't read code.
      APIs are for people who don't want to write actual code.
      If the code isn't in its most mindfucked optimized-all-the-way-to-assembly state, then it isn't hardcore enough. And you want hardcore, because it gives you "street cred"

      Oh, and "programmers are code monkeys", according to far too many artists.

    4. Re:Game development sucks by Anonymous Coward · · Score: 0

      The thing is that the studio was (is?) in Australia. There are laws that are meant to combat/discourage/stop this kind of employee abuse. I mean, really, the developers should not have had to put up with the alleged pressures and non-pay for overtime, etc, etc.

      That's all true in the US as well. But if the employees don't report violations, nothing gets enforced.

      Every person I've ever heard bitch about too much forced OT has never bothered to do anything BUT bitch about it. Well, all that will get you is a reputation for being a Bitch.

  14. Constructive dismissal by Psychotria · · Score: 4, Interesting

    Based on just the stuff in the linked articles I do have to wonder why the employees didn't seek legal advice and pursue constructive dismissal action. I fucking would have.

    1. Re:Constructive dismissal by Kaitnieks · · Score: 1

      Maybe the main thing the game companies look for in job interviews in candidates is fear of taking a legal action.

    2. Re:Constructive dismissal by TomHeal · · Score: 1

      Before signing a contract, it's a good idea to hire a lawyer to look at the document. It may save you some heartache.

    3. Re:Constructive dismissal by MrNemesis · · Score: 2

      Seconded. I took my first employer to the small claims court for constructive dismissal after he withheld a months pay after I decided to work to rule after his twattish behaviour caused me to nearly bust a gasket (dumping an "urgent" jobs on my doorstep at 8pm on a friday evening, giving disgruntled clients my personal phone number and home address, being persistently late with payment). Got the two grand pay and two grand in damages via a CCJ all with a few forms from the citizens advice bureau (no legal team needed) and the ensuing stink about my lack of payslips caused HMRC to investigate WTF was going on with the companies pay setup. Turned out he wasn't paying inland revenue but was still deducting the money from my paycheque. Fucker got nailed to the wall and was declared bankrupt almost immediately.

      If people fuck you up and you continue to let it happen, they'll keep doing it again and again and again to everyone else they meet until they think it's normal to treat humans like disposable cattle. Don't let them get that far. There's a hundred laws to protect workers from abusive bosses; use them.

      --
      Moderation Total: -1 Troll, +3 Goat
    4. Re:Constructive dismissal by sonicmerlin · · Score: 1

      Are you in America? That is a very, very sweet sounding story. But there are many places in America where those kinds of laws don't exist.

    5. Re:Constructive dismissal by MrNemesis · · Score: 1

      No, I'm in the UK. Just been looking through some of the wikipedia pages on US employment law and... it's sometimes scary what your employers seem to be able to get away with... I always wondered why the characters in Office Space didn't just say "Fuck off! I'm going to have a lie-in and a wank!" to Lumbergh when he asked them to come and work over the weekend. Is there an equivalent law to constructive dismissal in the US?

      Can admittedly be a double-edged sword; termination laws are quite strict so companies/employees need to amass a lot of evidence to get rid of someone who's, say, rascist or incompetent without having a massive court case over it; the gf had to manage one particularly obtuse individual that refused to take orders from a woman and getting rid of him has taken the company about 8 months because he claimed he was being picked on because of his race.

      Back on topic, I work with a lot of aussies (London is full of antipodeans - because of our shared cultural history it's an ideal springboard for them to visit europe) and employment laws there are more or less comparable to here. I was actually quite surprised to hear such tales of software development woe coming from a dev house outside the US.

      --
      Moderation Total: -1 Troll, +3 Goat
  15. Re:Don't like the conditions ? Vote your your feet by Anonymous Coward · · Score: 2, Interesting

    What if you actually want to have that game on your resume, because it might help your career in the long term? How much would an employee tolerate for that?

  16. Sounds pretty laid back by Anonymous Coward · · Score: 1

    Back in the 80s we worked 60 hour weeks then the pace picked up. The last time I can remember working a 110 hours a week Bush was still President. Since then the pace has picked up even more.. My eldest was starting high school when we started the last project. My wife says she starts college in the Fall. I hope to see her before she graduates but we will be at deadline so I may not be able to make her graduation. I've asked for time off for her wedding but since she isn't even dating it's hard to lock down a date. Since I'm working on the next installment of Duke Nuke Em I'm hoping to have a day off when the release date is announced but my grandkid's graduation from high school may have to happen without me. They say that if the demo version goes well we can of Christmas Day 2020 off but I don't like to get my hopes up. Sorry but I need to get back to making tiling textures. We're shooting for an Alpha by Spring 2015 but it's not likely. My supervisor says I can take a sick day in 2014 so I'm pushing for New Years Eve but half our team is asking for a sick day New Years Eve 2014 so I'm not likely to get it. On the bright side I still get my extra day off leap year in February but once we hit deadline we can kiss that day goodbye.

  17. Re:Don't like the conditions ? Vote your your feet by bonch · · Score: 5, Insightful

    Every time I hear a sob story like this, I can't help but wonder why employees tolerate this kind of abuse.

    They're young, naive, and afraid of rocking the boat.

  18. Because you can't by SmallFurryCreature · · Score: 1

    You pay peanuts, you get monkey's. And in India they won't fall for the glamor of working for a US company, they care only about the money.

    I have seen game projects shipped to India from the EU. They still ain't up and running.

    One thing to remember, the people working in the coding factories in India and China are NOT the brightest minds. Not because they are Indian or Chinese but because the brightest of China and India got better options.

    Why do you think creative content has not yet been shipped abroad? Why do you think Hollywood and its million dollar actors and multi-billion directors have not been completly replaced by cheap asian productions? Japanimation tried and failed (anime doesn't count, it is horribly expensive and produced now in a country with just as high if not higher labour costs as the west). The simpsons is animated with cheap labour but only the boring part, the actual content is still from the US.

    It sounds so easy to offshore, go ahead try it yourself. I make my living from recovering the disaster and if you think hiring a US team of developers is expensive, you haven't seen my bills. (If you can stand the bad code, being a project saver is a good way to make a living wihere you don't always have to be on the cutting edge of tech competing with the young kids).

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Because you can't by camperdave · · Score: 1

      I have seen game projects shipped to India from the EU. They still ain't up and running.

      They may not have it up and running now, but keep this in mind: Bollywood produces more movies than Hollywood.

      --
      When our name is on the back of your car, we're behind you all the way!
    2. Re:Because you can't by Pope · · Score: 1

      Movies aren't videogames, your attempt at an analogy fails completely.

      --
      It doesn't mean much now, it's built for the future.
    3. Re:Because you can't by HornWumpus · · Score: 1

      Does Bollywood produce any good movies?

      I'm not talking about the stupid 'close order prancing about' (that's just what the local market demands) I'm talking about production values.

      When will Bollywood have it's first breakout hit in the west? Never?

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
  19. Re:Don't like the conditions ? Vote your your feet by White+Flame · · Score: 1

    Now that's a retarded gamble. Why would you possibly want "that game" on your resume before it's made? It could turn out to be an industry laughing stock, and even if you did a great job on your part, it would be a stain on your resume if you included it. If an employee "tolerates" those conditions for that, they deserve it.

    This is about standing on principles, not about betting against the house in misguided longshots at success.

  20. Re:Don't like the conditions ? Vote your your feet by mustPushCart · · Score: 2

    and those that arent, know the someone else whos young and naive will take their place. Or you want the credit. Or you want to make teh game, and are so emotionally invested in it taht you just... have to do it.

  21. Re:Don't like the conditions ? Vote your your feet by ledow · · Score: 1

    Great, so you get a reputation for working on projects that later come up in the news for how much you were walked over because you didn't want to rock the boat. Any employer would be happy to see that on your CV.

    Additionally, I think "I left that HUGE project to pursue other ventures" would be interpreted correctly by anyone who's heard the horror stories about such places, and actually proves you have balls and care about your career whereas "Yeah, I worked on that horror-story project and got nothing to show for it" doesn't have the same effect.

    Additionally - if you're doing something "just for your resume (CV)", then your employers will hate you, your colleagues will hate you and, eventually, people who read your CV will laugh at you. I don't think I've *ever* done anything just to put it on my CV. Hell, I actually leave more out of my CV than most people would put in - it's just not necessary and doesn't make that big a difference - a quiet confidence, well-written CV and the *ability* to demonstrate industry experience is a million times more important than "Oh, yeah, I was vaguely associated with Project X at some point in my life", especially if you have ZERO idea how well that project will turn out (e.g. Daikatana, DNF, etc. - I would deliberately REMOVE those from my CV if I were associated with them).

  22. Mismatch of incentive by Anonymous Coward · · Score: 2, Insightful

    After being in a couple of startups on both ends of the org chart, I am constantly surprised by one simple thing - bosses don't appear to understand that the incentives of their employees are not the same as their own. Here we have McNamara talking about his employees only worked the same work week as he did, but why should they do even that? He presumably owns this game studio and stands to make a lot of money from a successful product. He is completely invested in this product, so its hardly surprising that it trumps almost any other priority in his life - health, family, entertainment, none of that matters to him as much as this product succeeding and making money.

    His employees, though? They make fixed income, they are unlikely to have stocks in the studio, and at worst the product will fail and they will have to get a new job. So why should they neglect their lives for a product in which they have so little personal stake? Either give them some financial incentive, or accept that any of them who do share your passion for your product are loyal above the call of duty and treat them appropriately well.

    1. Re:Mismatch of incentive by Anonymous Coward · · Score: 1

      I'm sorry, but I don't buy the "financial incentive" theory either.

      Personally, I would not like to kill myself, get ulcers, be diagnosed with severe depression or go through a divorce just because I have stock options in a company that makes me work 100 hours a week.

      If I wanted to do that, I'd start my own company. Then I'd be working without sleeping for 100% of the company. Working for someone means that I give what I've got during the hours of my employment, and then I go home to my family and hobbies. I get paid less than they do, but I get more freedom and less attachment.

      Money isn't everything in life. It drives a few people (insanely in some cases), but it's not the only incentive, and should not be forced on everyone, in the sense that "we give you stock options, now you work like a dog". Ask people if they'd take a pay cut to work less hours, you'd find that many would. In fact, I'm sure many would take a pay cut just to work "normal hours" (i.e. the ridiculously low number that actually appears in their contracts). I know I would.

    2. Re:Mismatch of incentive by Montezumaa · · Score: 1

      I agree with you. I tend to live by the statement, "I work to live, not live to work." I have tried to teach that to my girlfriend, who works for the oppressive and horrible AT&T. She deals with medium to large-scale customers(medium to large business, governments, etc) and I barely ever see her. Even when she is home, she is in front of her work-provided laptop, working tickets and connected to bridges(multi-point calls, for those that do not know).

      She barely gets time to take a bathroom break, and usually is going all deep-throat on her breakfasts, lunches, and dinners. On the rare occasions that she gets to, you know, sleep, that is the only real time she has to break away from her job(which might be a few hours every few days). It is total horseshit, yet it is the environment that AT&T had fostered since SBC took the brand over, as well as Cingular and, soon to be, T-Moble. Those of you working at T-Mobile have been warned.

      You might think this is motivated by money, but it isn't. She makes less than half of what others in her department make, since she transferred to that department after AT&T took over. The others making right at six-figures, and above, were there prior to AT&T's approach to fucking over employees without sufficient pay. She is around half way to six figures(and she probably will not make it anywhere close to that mark), and she outranks(higher pay level, according to AT&T) others that are making more money.

      So, this problem is not only attributed to the creative world. At least [most] of those people receive better compensation for not sleeping. She is under a perpetual deadline that will not end until she retires(which is 30+ years away), dies, or quits.

  23. Unionize! by delirium+of+disorder · · Score: 3, Insightful

    If workers want to have a say in their conditions and want to retain the value of what they produce without bosses and investors taking most of it away in profits, than we need to organize a union. The time is long overdue for an IT industry union.

    --
    ------ Take away the right to say fuck and you take away the right to say fuck the government.
    1. Re:Unionize! by Anonymous Coward · · Score: 1

      Unions are for the mediocre and the weak. If your any good in IT you can stand up for yourself and your boss will beg you to stay or if not walk right into another job the same day.

    2. Re:Unionize! by Anonymous Coward · · Score: 0

      Have you read the iww site? Slavery? Really? Do you even know the meaning of the word?

    3. Re:Unionize! by MemoryDragon · · Score: 1

      Actually most people believe it but believe me this is a myth. About 2% of the people are irreplacable if at all. Most programmers think their work is important and no one can replace you. But seriously no matter how intelligent you are there willl be 100 other persons who can do the job equally well as you can do it.

    4. Re:Unionize! by aekafan · · Score: 1

      I love to see the result of that. Would the cost unions drive all of our coding overseas, just like it did our manufacturing? That would be hilarious, because this country would then have nothing left

    5. Re:Unionize! by geekoid · · Score: 1

      Ah, that age old myth. Manufacturer owners SOLD key technologies overseas. From McDonnell Douglas selling key wing technologies, to steel companies selling metal processing technology. That is why jobs went over seas.

      The only way workers could have impacted that is if they started working for pennies an hour, but that's not really reasonable is it?
      I mean, you are basically saying 'I would rather by cheap good made from slaves then pay 2 dollars more so someone can be treated like a decent human being.'

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    6. Re:Unionize! by Anonymous Coward · · Score: 0

      The IWW is talking about wage slavery, which is different from chattel slavery. Wage slavery is when the working class has no choice but to work for the ownership class in order to survive. In a society with true economic equality, people would have to work for the rich. They would be free to work together cooperatively. Of course it would be necessary to work to survive. The difference is working with each other as equals, instead of having no choice but to work for superiors.

      The IWW (founded 1905) is pretty different from the unions most of us are familiar with. They believe in revolution through general strike, and operate more through shop-floor consensus building than the signing cards and getting sanctioned by the state style of unionizing.

      They also played an important role in defending freedom of expression in the USA in the early 20th century. Many of the ACLU founders participated in the IWW's once famous free speech fights.

      If mainstream unions have left you disappointed, the IWW is worth checking out. You might not like them either, but they have an interesting spin on the whole concept of solidarity and during their heyday played a very influential role in American society.

    7. Re:Unionize! by DreadPiratePizz · · Score: 1

      That's why you need a union. Alone you have no bargaining power, but the workforce collectively through the union has much more sway.

    8. Re:Unionize! by MemoryDragon · · Score: 1

      I agree here especially in the games sector where things often are really bad, in hollywood it is quite common that all artists are unionized, i cannot see why the computer people refuse to be unionized given the history of exploiting especially in the games industry.

  24. abuse ? by Anonymous Coward · · Score: 0

    i thought this kind of behavior is not only tolerated but encouraged, nay celebrated with TV programmes called "the apprentice" where a load of sociopaths battle to see who is the top sociopath
    its not abuse its called business leadership isnt it ?

  25. Re:Don't like the conditions ? Vote your your feet by owlstead · · Score: 2

    And why *shouldn't* you unionize? It's not like a programmer is a top of the line job nowadays. It doesn't pay that badly, but I would not advise anybody to take on the job if they have the skills to be a lawyer, banker etc. I've been treated pretty badly by my current company (try working with a 30 year old airco if you are allergic), and I'm now joining the union because of it.

    I'm a developer, but I'm trying to move on while staying somewhat on the technical side of things.

  26. Re:Don't like the conditions ? Vote your your feet by MemoryDragon · · Score: 1

    Well lets sum it up, very prominent gaming company, people hired fresh out of college who dont know better. The funny thing is that if you dont do crunchtime then people are usually more productive than by such crunchtime death marches (face it people can die over such work ethics there is even a japanese word for it)
    After 5-6 hours of coding the productivity goes down the gutters and after 8 hours you wont get any decent results anymore. Managers who dont know that either never worked as coders or are just plainly ruthless so that they can show the management the working hours.
    I am pretty sure it would have taken the game 1-2 years less to produce if Rockstar games would have stuck to labor laws and rules.
    In the end no one wins by such work ethics.

  27. I've been here by Anonymous Coward · · Score: 1

    I had an internship that certainly taught me a lot but burned me out. I was in college and I would work up to 70 hour weeks. I went a few months with no weekend; my days off were class days. Occasionally I didn't sleep for a couple days. My girlfriend nearly broke up with me. I cut off most of my friends and roommates. I hated programming for 6 months afterwards and hated my life for quickly hurling me towards graduation with a compsci degree.

    I've recovered and resparked my passion, but never again. Not playing the bitch role and throwing everything away for money. Not going into debt because you overextend yourself due to spending money you think you have but isn't in your hands. Not going into debt because buying shit is the only fun thing you can do anymore and you mistake your new grown-up-ish salary with endless riches.

    Starting a new job in a few days. Now the stakes are higher. Real life. Leased apartment. Bills. Utilities. Let's cross our fingers; these guys seem cool so that is good :) But I can sympathize with the nightmare that is endless work weeks for months, maybe a break promised but nope we need you this weekend so sorry come in at 9 I hope you don't have homework

  28. Re:Don't like the conditions ? Vote your your feet by mcvos · · Score: 4, Insightful

    Conversely, if Rockstar needs 110 man-hours a week for every coder, they should hire 2 extra coders to meet the demand. If that breaks the budget, fuck the project, it's an unprofitable project. If it can't be profitable while adhering to reasonable work conditions and timelines, then it should not be undertaken in the first place.

    Shorter work weeks or hiring more coders to do the work will likely make the project more profitable, not less. I can't believe for a moment that prolonged 60-110 hour work weeks are really more productive than a 40 hour work week. Of course, the first week of crunch you get a bit more work out of your people, but it comes at a cost. Soon, productivity will drop despite the extra hours. Demanding more hours will just tire them even more. A healthy, well-rested work force is far more productive.

    One or two weeks of crunch before a real actual deadline can work, but after that, you'd better give them a week off to rest. If you can't afford to give them a week off, it's not worth it to demand that amount of overtime.

    Considering these stories, it doesn't surprise me at all that LA Noire took 7 years. I bet a competent development house could do it for half the cost in less than half the time.

  29. Not a great industry by clickclickdrone · · Score: 2

    I know a few people that work in the industry in the UK and their stories horrify me. Not so much the hours - they do work reasonable hours but that probably Euro law kicking in - more the stupid shenannigans the publishers pull. So many games have been coming along nicely then the publisher's marketing people start demanding wholesale changes, killling the game's playability.
    They also pull stunts like demanding a rewrite on an impossible deadline then use the failure to deliver it on time as a reason to cancel the contract.
    There also seems to be a trend to make dev teams redundant just before Christmas as the development houses finish the game for Christmas but can't keep ticking over waiting for the revenue so end up folding. He's lost his job 6 times as 5 were in November. Happy Christmas.
    All jobs have good and bad but the games industry seems particularly badly run on the suits side by people that just don't get the end product and just know SKUs.

    --
    I want a list of atrocities done in your name - Recoil
    1. Re:Not a great industry by MartinSchou · · Score: 1

      They also pull stunts like demanding a rewrite on an impossible deadline then use the failure to deliver it on time as a reason to cancel the contract.

      I don't think that'd hold up in any court of law.

      A well written contract will have a very specific description of what is to be delivered and when. If the publisher demands a rewrite, that'll be another contract, and they would have to negotiate that, obviously with money being paid for the work done so far.

      Try to wiggle out of it, and they're in breach of contract. Really not that difficult, except that a lot of software companies seem to sign contracts that essentially say "we'll give you whatever you want, just please, please, please make sure you abuse our trust"

    2. Re:Not a great industry by clickclickdrone · · Score: 1

      >I don't think that'd hold up in any court of law.
      Impossible to say without knowing the contract's details. The view within the company was that S**y wanted to dump the game so used this as a cheap way out. My friend actually predicated this when the list of requirements came in - he took one look and said "This is impossible, they're going to cancel the contract in a few weeks'. And they did.
      Trouble is, the publishing side is where the money is and most small-medium sized dev houses just get paid for each of the delivery points. Once the game's out the door, the income stops as it's a brave company that pushes for a % of the revenue as the game will only get awarded to the next development house in the queue, teetering on the edge and looking for a way to stay solvent for another few months.

      --
      I want a list of atrocities done in your name - Recoil
  30. Any chance of a machinima? by Anonymous Coward · · Score: 1

    Is anyone curious about acting out the association's investigation L.A. Noire style?

    McNamara: "Do you think that I'm going to voice my opinion? Absolutely. But I don't think that's verbal abuse." *shifts eyes*
    Cole: "Screaming is verbal abuse, and we've got vivid testimony from 11 of your coworkers saying you did just that! Now stop lying!"

  31. Re:Don't like the conditions ? Vote your your feet by Totenglocke · · Score: 0, Flamebait

    As a gamer, I don't want to be paying $100+ per game, so I sure as hell hope that they never unionize.

    --
    "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
  32. AAA game dev is an ideal first programming job by Rogerborg · · Score: 3, Insightful

    You learn very quickly how not to develop software: deluded, unrealistic, underfunded expectations from the get-go; lies, concealment, finger pointing and circling the wagons in every tiny fiefdom; turds eternally rolling downhill; perpetually moving goalposts; two-jobs-for-the-salary-of-one; demanding that each fresh noob immediately picks the job of the burned out vet that they're replacing; and beatings that will continue until morale improves.

    But hey, that one Saturday back in 2007, when we only worked 10 hours and then had pizza? Dude, that was awesome.

    --
    If you were blocking sigs, you wouldn't have to read this.
  33. LA Noire by sludgeman1 · · Score: 1

    Since the game isnt that great, I suppose you can say that Team Bondi wasted a long term oportunity with Rockstar, since a bad work environment usually affects initiative and creativity, crucial to develop a game beyond "meh".

  34. Re:Don't like the conditions ? Vote your your feet by Anonymous Coward · · Score: 0

    Stop talking sense. People are motivated by many things and almost everyone here has done shit work for a time cos they believed it was better for them in some way. Maybe they were young/stupid/just plain wrong but we've all done it. I've earned half the money for doing the same work cos I was 15 years old and that was "youth rates" and at the end of the week I still had more money than a paper route.
    Who wouldn't want to put on their CV - Worked on LA Noire if they were in the game industry?
    Sad fact is this game was hit out of the park and 110 hrs a week might have been worth it if you could double your salary and work 35 hr weeks for the rest of your career.
    Now imagine you busted your hump for 11 years trying to make Duke Nukem Forever happen.. yech

  35. Why a Chia Pet, cousin? by denzacar · · Score: 1

    Why not an axe?

    --
    Mit der Dummheit kämpfen Götter selbst vergebens
    1. Re:Why a Chia Pet, cousin? by Anonymous Coward · · Score: 0

      Because it's DULL, you twit. It'll hurt more.

    2. Re:Why a Chia Pet, cousin? by Macgrrl · · Score: 1

      Plus it's humiliating to explain. :)

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  36. Re:Don't like the conditions ? Vote your your feet by indeterminator · · Score: 2

    Now that's a retarded gamble. Why would you possibly want "that game" on your resume before it's made? It could turn out to be an industry laughing stock, and even if you did a great job on your part, it would be a stain on your resume if you included it.

    Having something to show is much better than not having anything. And the pros who have a lot of CV material already probably also have the experience to recognize a bad working environment and get out quick.

    Also, finishing the current project before switching jobs demonstrates that you have (at least once had) capability of actually completing things. There are enough people in the world who lack that (and they usually blame it on "stuff outside their control").

  37. Re:Don't like the conditions ? Vote your your feet by gmack · · Score: 1

    A company I worked for in the past had some crunch times but abandoned the idea after we lost more time to debugging than we gained with the extra work hours.

    The problem seems to be that many managers think of tech work as just like an assembly line and have no idea of the actual work involved.

  38. Explains why it wasn't fun by deisama · · Score: 1

    Nothing in LA Noire was particularly fun to do. The chase scenes were tedious, the clue hunting was boring and monotonous (this coming from a guy who loves adventure games), and the inability to retry things and skip through dialog just made the conversations painful and annoying.
    In fact everyone I've talked about it tends to agree. The problem with the game is there's no fun in it. Nothing to look forward to, or ever care about.

    Reading this article, at least now I know why.

  39. Sounds like science by drolli · · Score: 1

    Honestly, reminds me of some lab i have seen up to now.

  40. Too many other people want in by Shivetya · · Score: 1

    Far too many programmers want to be "game programmers". All will tell themselves, that will not happen to me. There still seems to be something romantic/cool about game programming in the heads of younger programmers. I tend to categorize it under the "I could do that better, those people are such idiots, just wait until I show them" attitude.

    First I would never suggest organizing under a union, especially not professional level skills. All you will end up with is no position anyone could ever want. You will end up working with those very same dummies that many decry when they use large software packages (games or not) and realize there is no way that these people could ever be forced to change.

    It comes down to this, if the treatment was not enough to warrant actually leaving the job then it obviously wasn't as bad as they made it out to be. The whole idea that he could not get a job to replace it only means two things, he was in the wrong field or wrong area. Obviously the alternatives were not to his liking. I have had friends work two manual jobs while trying to get back into programming.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Too many other people want in by snowgirl · · Score: 1

      It comes down to this, if the treatment was not enough to warrant actually leaving the job then it obviously wasn't as bad as they made it out to be. The whole idea that he could not get a job to replace it only means two things, he was in the wrong field or wrong area. Obviously the alternatives were not to his liking. I have had friends work two manual jobs while trying to get back into programming.

      Right, because people won't work in a sweatshop that is destroying their health because the conditions aren't really that bad... people get a job, and they don't want to leave, and honestly, they shouldn't have to suffer unemployment or working manual jobs outside of their field just because they are being abused in the workplace. Telling them to "just quit and find another job" is such a simplistic view of the world.

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
  41. Because there are too many game developers by Sycraft-fu · · Score: 1

    What this all stems from is too many programmer types want to get in to it "To make games." They are interested in being programmers, they want to be GAME programmers. Well, that creates a ready supply of labour and thus lets companies do more of what they want. Why should they care about you when they can just get someone else? So the developer types, particularly the younger ones, feel lucky to have a job working on games, doing their "dream" and so on.

    Not saying that is the only problem, but it is no small part of it.

  42. Well, game development is prone to crunch time by Sycraft-fu · · Score: 3, Insightful

    Simply because, as Duke Nukem Forever is an excellent example of, assets have a short shelf life. Once you have things ready to assemble in to a game, you have to do it fairly expediently, like a year, so that things don't get stale.

    Now that doesn't necessarily result in crunch time and sure as hell should be all the time crunch time, but you can see why it is a situation that can favour it for a bit on a project.

    However that said there's a real difference between "The game ships in a month, we need you to do what it takes to get the final testing and polishing done in that time," and a perpetual, 80+ hour a week crunch.

    1. Re:Well, game development is prone to crunch time by Zarhan · · Score: 1

      Simply because, as Duke Nukem Forever is an excellent example of, assets have a short shelf life. Once you have things ready to assemble in to a game, you have to do it fairly expediently, like a year, so that things don't get stale.

      Yeah...that's why Valve is in such a rush to get Half-Life 2 Ep 3 out.

    2. Re:Well, game development is prone to crunch time by HelioWalton · · Score: 3, Funny

      Don't be silly. Valve can't count to 3! The next one will be Half-Life 2, Episode 2, Part 2.

    3. Re:Well, game development is prone to crunch time by CaptSlaq · · Score: 1

      Don't be silly. Valve can't count to 3! The next one will be Half-Life 2, Episode 2, Part 2.

      You sir, are an evil EVIL person for even suggesting such a thing.

    4. Re:Well, game development is prone to crunch time by operagost · · Score: 1

      ... electric boogaloo.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    5. Re:Well, game development is prone to crunch time by Zencyde · · Score: 1

      Ellowell, sir. I wish I had mod points.

      --
      What day is it? Could you please tell me?
  43. That's fine by Sycraft-fu · · Score: 3, Insightful

    So long as you don't want up front pay/benefits. You can't reasonably expect a company to give it to you both ways. If you are willing to be a part of the financial risk of a project, meaning your pay, or lack thereof, depends on how well it does then sure you can have part of the profits. That is basically how it works for all small business owners. How much they get depends on how well they do. However that means you have to accept that you only get paid when it makes money and that if it bombs, you don't get anything.

    On the other hand if you want the company to front the risk, to put up all the cash for something, to pay you a regular salary and so on while you work, then you need to accept that they get to reap the rewards if there are some, because they'll also eat the failures. They need the reward from successful projects to cover the costs from unsuccessful ones (if you think ever game makes money, you are dreaming).

    You can't have it both ways where they are expected to pay you up front, to bear all financial burden, and then to give you the profits when something succeeds, yet not to dock you when something fails (which they cannot legally do).

    1. Re:That's fine by geekoid · · Score: 2

      Yes, because no one in sales gets a large salary, a piece of the sales, and a large bonus.

      Please. You can, in fact, have it both ways.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:That's fine by Anonymous Coward · · Score: 0

      You can't have it both ways

      Base pay plus commission? Base pay plus mandatory bonus that scales up? Various professions have "had it both ways" for ages, even in small businesses... and game companies with 200+ employees per game are well past being counted "small". The tradeoff is that each individual section of your pay isn't as large as it would be if it was the only pay, yes; in exchange, both employee and employer are insulated from extremes.

      That said, I'd rather see some sanity brought to the hours-per-week workload. Labor regulation exemptions were only ever supposed to apply to jobs where lives were directly at stake, not for game developers. Fucking pay them overtime and the 70+ hour workweeks for months at a time will vanish. Game companies only get away with this bullshit because they're allowed to do it for free.

    3. Re:That's fine by 10101001+10101001 · · Score: 1

      So long as you don't want up front pay/benefits. You can't reasonably expect a company to give it to you both ways. If you are willing to be a part of the financial risk of a project, meaning your pay, or lack thereof, depends on how well it does then sure you can have part of the profits. That is basically how it works for all small business owners. How much they get depends on how well they do. However that means you have to accept that you only get paid when it makes money and that if it bombs, you don't get anything.

      You don't seem to realize, the issue isn't black and white. Less pay* can translate into better short-term benefits. Even less pay can translate into even better long-term benefits, effectively predicated on longer-term company success. Established companies with reasonably steady income, of the sort that's used by management to justify their own demanded pay raises, can translate into workers demanding to receive pay raises or short/long-term benefits in the form of stock, a more direct equity program, or a pension system. That doesn't mean management or the workers obtain what they demand, but it's certainly a financial possibility. It can also potentially lead to greater quality, but that's obviously predicated on the assumption that taking a financial risk* means you'll inherently work harder because you have a stake in the outcome and that you then in turn deserve the fruits of that risk and work.

      In any case, the real issue would seem to be a lot less about profit sharing and more about overworking employees. To that end, it comes down to an amount of seeming manipulation upon employees to not be compensated in pay but in praise that they were working on a top tier game and that was effective pay enough or in simply not enough consideration on the amount of hours and years it would take to actually complete development. It simply sounds like it was never made clear to employees exactly what they were agreeing to when they became employed. As much as people lament this as simply naivety on the part of those employees, as there's note that game companies are generically notorious for such issues, it ignores that there's plenty of game companies that don't have such problems, that the notoriety of working conditions are a false stereotype, and it seems very unacceptable to have such working conditions. But, then, clearly a lot of employees felt the same way given there was apparently a turnover rate of at least 80 people over 7 years.

      *In this sense, it's the opportunity cost where "less pay" and "financial risk" are instated. Clearly, being paid $40,000/year at one company vs $30,000/year plus end-of-employment profit sharing is trading less up front pay for the greater risk and opportunity in optimizing one's total pay over the course of one's employment. But, then, some companies want to work $40,000/year employees steadily at 2x the hourly rate of $30,000/year plus profit sharing employees, so the effective hourly payment is inherently worse for the former.

      --
      Eurohacker European paranoia, gun rights, and h
  44. A$$hole boss makes good! by CuteSteveJobs · · Score: 1

    Brendan McNamara expects his employees to work as long as him. Was he paying them as much as he made out of this? Doubt it.

    Even if the International Game Developers Association is investigating can they do anything? Doubt it too. Gaming is like Fashion modeling and competition is fierce for jobs. He'll find another batch of programmers eager to take his abuse for a shot at doing what they love, or at least think they will love. Best solution for an A$$hole boss is to quit.

  45. Excuses for a dull game ? by Anonymous Coward · · Score: 0

    I dunno but what I liked about LA Noir was the atmosphere it breathed. But to me the game itself was below average.

    Sure; fun to have a "facial expression recognition and super duper liar engine" but what's the use if the rest of the game is quite common ?

    When reading stories like these I can't help think that some blokes are merely covering their *sses and putting the blame on everything apart from themselves so that it will be well known that they aren't to blame for the game (results). Even though they developed it.

    Yeah right...

  46. Only 2? by Anonymous Coward · · Score: 0

    > As the saying goes, the two things you don't want to see being made are law and video games."

    Add sausage to that list

  47. Re:Don't like the conditions ? Vote your your feet by bWareiWare.co.uk · · Score: 2

    Like all the $100+ movies you buy?

  48. Sounds like a company I used to work for... by Anonymous Coward · · Score: 0
  49. Grad school by rnaiguy · · Score: 1

    So they work like graduate students, just with more pay.

  50. Re:Don't like the conditions ? Vote your your feet by Noughmad · · Score: 1

    Then why do they complain after the fact?

    --
    PlusFive Slashdot reader for Android. Can post comments.
  51. this happens for the same reason by PJ6 · · Score: 1

    we have old ladies getting their depends removed by the TSA at the airport and it's just tolerated

  52. Re:Don't like the conditions ? Vote your your feet by ThosLives · · Score: 2

    And why *shouldn't* you unionize?

    I'd give up too many individual freedoms in the workplace. All my experience with unionized workplaces is that you cannot do anything outside a narrowly defined set of roles and responsibilities without drawing the ire of staff with more seniority.

    There's also the general tendency to reward seniority higher than merit; there should be some value in having more seasoned employees but merit should also be there; I've seen firsthand people be openly threatened because they work more efficiently than the "acceptable" rate.

    In general, unions are no longer the appropriate solution to the problem; the problem is the same age-old one, specifically the way property ownership is granted (the way zoning works is related as well; for instance, in many rental properties the rental contract disallows running a business from that location). Unions address a symptom, not the problem.

    --
    "There are a dozen opinions on a matter until you know the truth. Then there is only one." - CS Lewis (paraprhase)
  53. Sausages and Legislation by RandomFactor · · Score: 1

    You don't want to see either being made.

    At least that's the expression as I always heard it :-)

    (And to continue the thought - too much of either will kill those forced to consume them)

    --
    --- Mercutio was right.
  54. But I went to college! by rve · · Score: 1

    All I ask for is an income in line with everyone else who spent 6 to 10 years in college to get their job. You know: doctors, lawyers, MBA's, pretty much everyone with a degree not working as a techie or at a university. My hourly rate is a bit more than twice that of a qualified and experienced plumber. I don't think think that's outrageous. A doctor wouldn't blow his nose for that rate.

    I don't need a Ferrari every single time I finish a project (though a doctor or lawyer could afford one...). One every other project would be good enough for me.

    1. Re:But I went to college! by MemoryDragon · · Score: 1

      Actually my wife studied law, and she earns as much as I do, but she works in the public services. :-)
      Actually since the last raise I earn more than she does. So to sum things up most lawyers dont earn too much as well it is just a handful who do really well the rest has average earnings.

  55. It would probably be similar by Sycraft-fu · · Score: 1

    New release Blu-rays are $20-30. Movie length is 90-150 normally, depending on the kind of movie (2 hours is the norm, comedies are usually more like 90 minutes, some action movies are more like 2.5 hours). So let's say $20 for 2 hours of entertainment, $10/hour.

    Even a very short game is likely to give you 10 hours of entertainment, and 30+ isn't uncommon. Looks to me on the movie scale of pricing, games would easily be $100+.

    There's a reason I own a ton of games, and few movies. Part of it is I just plain enjoy games, but another part is efficiency of my money. Let's take Mass Effect, since that game tracks hours played. I've spend 45 hours playing the current game of it, so that is 45 hours for one playthrough. For that I spent a total of $55: $50 for the game, 4% for DLC. So $1.22/hour of entertainment. That isn't replays, that is one single play through.

    Now I'll grant you, that is one of the examples you get an awful lot from. Ok well let's take the sequel, again it tracks hours played but it doesn't have as much random exploration so the gameplay is less padded. For that it is 38 hours for the current playthrough. That was a little more expensive, $50 for the game, $31 in DLC. Still, $2.13/hour of entertainment.

    Of course that doesn't even consider that the games have more repeatability since they can be at least somewhat different on subsequent playthroughs, you choices can affect what happens. Movies are, of course, always the same.

    Even a fairly "inefficient" game like Metro 2033 is better than movies. It is linear, no different on playthroughs and not that long. I don't have a log of how long it was but it took me in the realm of 10-12 hours to complete it. At $50 (I actually got it on sale for $25, but we'll call it at full retail) that is still $4.17-$5.00/hour.

    We won't even compare to multiplayer games, which have rather a lot of playability (I've logged 271 hours on Bad Company 2 so far).

    So ya, seems to me movies are rather expensive, entertainment wise.

  56. Don't want to read the article?Look stupid instead by dbIII · · Score: 1

    If you look at the article you'll see that they didn't stand for it and did leave, but people rarely read the articles anyway and you're just unlucky that your point was answered in it.
    I've seen this sort of pointless death march approach to management in a few companies, not just software companies, that I can only assume have the management that the USA threw away. They keep on doing it and keep on having ridiculous levels of staff turnover until the whole thing implodes. Clients or customers notice and get sick of the difficulties produced by never having a stable point of contact or continuity on projects and just give up on such basket cases.

  57. 60 to 110 hours? by buddyglass · · Score: 1

    60 to 110 hours a week for seven years? Yeah. I'd be gone after a month of that. It's hard to have too much sympathy for a guy who declines to make use of his option to simply quit.

  58. Eternal september by Anonymous Coward · · Score: 0

    If he was hired at a gaming company he's got the resume to get a job doing something different.
    [...]
      Well, if they keep doing that to you after pledge week it's time to quit the fraternity.

    That's the thing, many of these people are trying to break into game development, so this is their initiation.
    If they don't have at least one game to put on their resume they'll constantly find themselves falling into positions like this.

    Or to use your example: their first game is their "pledge week".

    Just look at the massive turnover after a game release... these people aren't idiots, they find other jobs. But there's also an influx of new blood just waiting for their lashings.

  59. Re:Don't like the conditions ? Vote your your feet by Anonymous Coward · · Score: 0

    I wouldn't advise anyone to be a lawyer if they had the skills to be a programmer.

  60. If necessary, vote with your feet. by p4nther2004 · · Score: 2

    But first, say no and mean it.

    Check out the book Clean Coder. (There's a review of it on here somewhere). The author compares the IT department to the legal department at a company.

    The result - people feel like they can ask the IT department to work weekends and "do whatever it takes."

    But, on the same task, people feel uncomfortable asking the legal department to work through the weekend.

    Why are we allowing them to do this to us?

    Because we all know lawyers can get up and leave? These guys just did leave. So why do we think it's acceptable to allow them to ask us to work weekends, to go above and beyond the call of duty?

    The only answer is that we must feel we're not working as hard as we could be.

    Think about it.

  61. Re:Don't like the conditions ? Vote your your feet by Mongoose+Disciple · · Score: 1

    Even shipping a bad game is better than shipping no games.

    In the game industry, the number and quality of games you've shipped is generally the only part of your resume that actually matters.

  62. Maybe they fight back with bugs? by Anonymous Coward · · Score: 0

    I don't know if it's the engine or whatever, but every Rockstar game seems to be riddled with terrible bugs.

  63. I choose A -- Truth by elrous0 · · Score: 1

    I don't see any shifty looks at all on these programmer's faces, so I think they're probably being honest.

    And that says a lot, because you should NEVER choose truth unless you're absolutely sure.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  64. As the saying goes by Fnord666 · · Score: 1

    As the saying goes, the two things you don't want to see being made are law and video games

    An interesting and apt variation, but the old saying is

    "Laws, like sausages, cease to inspire respect in proportion as we know how they are made."

    Though often attributed to Otto von Bismark, this is actually a quote from John Godfrey Saxe.

    --
    'The tyrant will always find pretext for his tyranny.' - Aesop's Fables
  65. Re:Don't like the conditions ? Vote your your feet by Pope · · Score: 1

    Movies can be $20 to $30 because they're a secondary channel, with the box office being the primary. There is no secondary channel for games.

    --
    It doesn't mean much now, it's built for the future.
  66. Gotta love working in IT by walterbyrd · · Score: 2

    Gotta love working in IT. Work 110 hours, get paid for 40. Abandon your family, and social life, and suffer serious psychological issues. If you make it to the ripe old ago of 35, without having to train your H1B replacement, you will be thrown out in the street soon enough because you are considered too old. At which point you will be considered unhiralbe to many employers. Doesn't really matter, since the entire department is being offshored anyway.

  67. BRILLIANT by toby · · Score: 1

    You sir, win One Internets for this excellent and insightful remark. Pity I don't get mod points any more. But I'm now a fan!

    --
    you had me at #!
  68. Hmmm... by Syberz · · Score: 2

    Sounds to me like horrible management is the cause here. That Mcnamara guy sounds like a real pompous ass.

    Just because you're willing to sacrifice everything and work 80 hour weeks, it doesn't mean that I should be forced to.

    In Quebec, overtime is on a voluntary basis only, so you can politely tell your boss to f*ck off if he's forcing you to stay longer. If you're fired for "not being a team player" or "not performing as per expectations" because you refuse to do 60h+ work weeks, well you can then go to the Work Commission and sue your employer for wrongful termination and win back all of the unpaid overtime plus unpaid wages AND get your job back (I don't see why you would go back though). All you need to do is tabulate hours worked and the over time demands received. Doing this sets a precedent and usually involves an investigation of the employer as well.

    FYI, you don't even need a lawyer for this as it's the defendant that has to do the leg work and prove that you were indeed rightfully terminated.

    --
    ~Syberz
    1. Re:Hmmm... by HornWumpus · · Score: 1

      Name one game developed in Quebec?

      Name one internationally successful company based in Quebec?

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    2. Re:Hmmm... by Syberz · · Score: 1

      Splinter Cell, Assassin's Creed, Crysis 2, Deus Ex Human Revolution...

      Ubisoft, Gameloft, EA, Behavior Studios (formerly A2M), Beenox, Eidos, Funcom etc.

      Sure, the companies weren't founded here but as they have offices here, they are subject to our laws.

      --
      ~Syberz
    3. Re:Hmmm... by quacking+duck · · Score: 1

      I'll do both at once.

      Ubisoft. You probably haven't heard of them though, they're only the 4th largest video-game company in the world and make games like Assassin's Creed, Prince of Persia, Far Cry, and various Tom Clancy games.

      Granted Ubisoft is actually headquartered in France, but their largest dev studio is in Montreal, Quebec, with 1600 employees.

    4. Re:Hmmm... by Anonymous Coward · · Score: 0

      >In Quebec, overtime is on a voluntary basis only.

      Yeah, but per-capita there are not too many Quebec software houses, are there?...

  69. The No Asshole Rule and other books by MrKaos · · Score: 2

    I've had to work with a few Assholes in my time, bosses and collegues. Some of the people in my last contract were particularly obnoxious. I recommend the following books;

    The No Asshole Rule A brilliant book that quite clearly sets out how to handle assholes, how to recognise when you are being an asshole and what to do about it

    The Bully at Work If you are being bullied at work, get this book now. I can't tell you how much it helped me survive mobbing and abuse from some particularly fucked up people. I took the advice and it really helped.

    Coping with Toxic Managers, Subordinates and other difficult people Long term this is a excellent book to help you recognise and identify different types of controlling behavior and what behaviour characteristics you can use to plug into their, fuck political correctness, character flaws to manipulate them to get what you want.

    The overall theme in all the books is that bullying, particularly a problem in the U.S because of a lack of bullying laws, can cause long term mental damage. Recently slashdot had a story about how physical pain and emotional pain used the same pathways in the brain. These books mention this and how to start to undo the damage.

    For you mental health it's important to burn bridges in a targeted and intelligent way for your own mental health so you can move on. I did this by writing a letter to the board, highlighting the financial damage the bullying caused in terms of staff turnover and training, customer dis-satisfaction and increased contractor rates. That way I wasn't churning over in my head that I shudd, cudda, wudda, done this or that. By using the proper channels professionally (whilst having a new gig lined up) I ensured I could move on and inflict the maximum amount of discomfort on the bullies as possible.

    Only one situation is worse than bullying and, unfortunately, I've encountered that to, the Occupational Phsycopath. For this I recommend Working with Monsters. These people are fucked up and *will* scar you, it's what they do. Glib with polymorphic personalities they do so many things they need a whole book to handle them. They cripple workplaces and destroy careers, I was lucky to get away, five years later I'm still dealing with the damage and anger.

    Basically these Assholes, and seriously what word describes them better, are so commonplace they are like a disease. I got so sick of them this is what I had to do to build the skills required to handle them. Technology folk who have high levels of empathy, task focused, logical and analytical usually have low levels of Emotional Intelligence and personal interaction skills. What I learned is that this makes us easy target for these fuckers because they can read us like a book.

    Good thing about being Intelligent is you can adapt to new scenarios. So as the final whammy I added the Alan Pease book, Body Language so I could turn the tables around. I studied the body language book and then simply went into a public place and observed people. As I practised I got better at recognising the various "assholic" behaviors so I could disarm them (or manipulate them).

    I'd also advise you read the books in secret, lest you will make yourself a target for assholes.

    --
    My ism, it's full of beliefs.
    1. Re:The No Asshole Rule and other books by Anonymous Coward · · Score: 0

      That is a great reading list, and I think we could all get something out of that.

  70. Welcome to the game industry by Kagetsuki · · Score: 1

    There's a lot worse, but you'll note the people who actually enjoy the work of creating a game don't complain. I was in the industry (and still take some subcontracting jobs) for years and really loved it. Many many times I'd spend 2 days straight at the office - napping on a couch occasionally... there was even a shower and I kept a spare set of clothes. A lot of us loved it, and my compatriots have moved on two big industry names while me and a few others went indi to develop some interesting things (most non-game related). Would I go back to the 100+ hour work weeks, hard crunch time, and sometimes mediocre pay (when our games performed well we had awesome bonuses)? If I didn't have a wife and kids now then yes, I would. Simply because I love programming, I love creating, I love working with other creative people to make something awesome and tangible and neat that people will play and feel what we wanted to express and enjoy it. If you aren't that kind of person you have no business in the industry - your crappy attitude and lack of enthusiasm will show through in the finished product.

    1. Re:Welcome to the game industry by Anonymous Coward · · Score: 0

      This isn't about a love for creating, even if it means great sacrifice. This is about being treated like shit and having your boss DEMAND that you work 110 hour weeks. Don't confuse the two, you pretentious fuck.

  71. Re:Don't like the conditions ? Vote your your feet by geekoid · · Score: 1

    Many people build an emotional attachment to what they do, so it's makes them want to stay, even if there are being abused . It's like a form of Stockholm syndrome.

    Adding more coders doesn't not mean a faster project. You get more then about 3 on a team and it begins to loose quality. There release date is too soon for what they want.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  72. Re:Don't like the conditions ? Vote your your feet by geekoid · · Score: 1

    Resumes aren't carved in stone.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  73. Re:Don't like the conditions ? Vote your your feet by geekoid · · Score: 1

    That's not true. You are completely clueless about union and have completely bought the anti union lies.

    OTOH, you would probably not mind if slave children where whipped to make the game as long as you saved 2 dollars.
    I am current in a union, and am a software developer. You know what that means? If they want' me to work more then 40 I either get paid or I get come time. It also mean reasonable vacation.

    That's it.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  74. Re:Don't like the conditions ? Vote your your feet by geekoid · · Score: 1

    I am in a software union.

    I work outside my 'defined' role regularly because ti is recognized that my position may require reasonable amount of unexpected work. I have never seen the 'ire' of senior staff from it.
    The few times there is anything in the budget for a raise, it has been done on merit. I regularly get a bigger raise then many senior developers.

    I have never been threatened, harassed, singled out and I get along great with other members.

    Software union work well; assuming your goal is a reasonable work week, getting paid for your work, and having reasonable protections. A union is why I can tell a manger in a meeting precisely why they are wrong and not fear reprisal.

    Union give workers a voice and some power.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  75. Graduate School by koolguy442 · · Score: 1

    The more I read about this story, the more I think "This sounds an awful lot like grad school."

  76. lucky you by Anonymous Coward · · Score: 0

    I've never worked more than 38-40 hours a week

    Woha, lucky you. Our fuehrer first sent out an e-mail with multiple choice question that asks if people prefer working from 8 AM to 8 PM, 9 AM to 9 PM or 10 AM to 10 PM. After being smacked by HR for it, he instead calls a meeting a verbally states that if project doesn't meet his "schedule" and impacts the "numbers," layoff will come and he'll start with those that don't show up to work on weekends. So everyone faithfully worked weekends for 18 months, and layoffs (yes, more than one) came anyways. After layoff, he pulls in the schedule.

    1. Re:lucky you by Nursie · · Score: 2

      Call me rash if you like but unless it was made damn clear that weekend work was both required only for a couple of weeks and going to be well reflected when it came to payrise/bonus time, I'd be interviewing somewhere else within a week.

      I'd stop short of saying "you can shove your weekends up your arse", but if the interviewing didn't work out I'd be leaving anyway after a month or so. There's more to life than work, much more. I'm glad I've always worked for people that appreciate that.

  77. Re:Don't like the conditions ? Vote your your feet by operagost · · Score: 1

    They DID leave. That's one reason why it took 7 years. RTFA.

    --

    Gamingmuseum.com: Give your 3D accelerator a rest.
  78. Re:Don't like the conditions ? Vote your your feet by operagost · · Score: 1

    That's true, but union abuses do exist. We're paying for GM's bailout that was mostly due to ridiculously generous pensions given to union workers.

    --

    Gamingmuseum.com: Give your 3D accelerator a rest.
  79. After reading that article by toby · · Score: 1

    I probably won't buy the game. And I was planning to, previously; because I think GTA IV is an incredible piece of work. A sweatshop is a sweatshop. I won't support assholes like McNamara.

    --
    you had me at #!
  80. There's a union for that by Animats · · Score: 2

    The Animation Guild. They represent animators and digital effects artists at almost all the Hollywood-based studios. They have an organizer and are actively trying to sign up the remaining non-union studios. Union animators get overtime. 1.5x pay after 40 hours. Double time after 6 days.

    Hollywood accepts that there will be crunches during production, but by long tradition and union rules, management has to pay extra for them. That's why "film scheduling" is an accepted discipline in the film industry.

    The Animation Guild makes an interesting point - the union studios stay in business longer than the non-union ones. Because the workers can push back against management idiocy, it tends not to go too far.

  81. They were paid for overtime and weekend work! by _newwave_ · · Score: 2

    Did anyone actually traverse the story back to the original article from IGN (http://uk.ps3.ign.com/articles/117/1178844p2.html) and read it?

    Albeit, a quote from McNamara, but if just this holds true, I don't pity anyone working for the company

    There was a bonus scheme for working evenings, and people got a month off for that," he said. "And people who worked weekends got paid for it. We brought in a weekend working scheme for that. But contractually, we don't have to do that. Part of the thing is that we pay over the odds, and it says in their contract that if they need to do extra time. I've done 20 years of not getting paid for doing that kind of stuff.

  82. Re:Don't like the conditions ? Vote your your feet by Xacid · · Score: 1

    Reminds of the time I worked for this one company for a month before I got the hell out. They worked everyone 60 hours a week - every week. Apparently this was how it always had been and the guys liked it for the extra income. They couldn't see for every two employees they've got on that schedule they could just hire someone else for 2/3s the cost and probably get better performance. But that was just one of the many odd practices they had. Manager liked to hoard blue prints - I never knew wtf I was working on until we received our orders for the day.

  83. Efficient work by Anonymous Coward · · Score: 0

    As a professional programmer with 12 years of experience, I believe that real coding can be done for 6-8 hours a day (depending on age). Any programmer who claims 12-15 hours of efficient work for several days in row sounds to me suspicious.

  84. Re:Don't like the conditions ? Vote your your feet by TheSync · · Score: 1

    I am in a software union.

    Which one?

  85. This isn't news by Anonymous Coward · · Score: 0

    That Team Bondi is a hell hole of a place to work is not news to anyone in aussie gamedev ever since Team Bondi came into existance.

    I've learned the hard way over the last decade that my gut feeling is a good judge of character. I met Brendan Macnamara at an industry conference around the time he was starting Team Bondi and as soon as I shook his hand I had a feeling he was a complete cunt of a person. He later confirmed my feelings when he was part of a keynote panel discussion and said to the whole australian gamedev industry that his MO is to hire a bunch of naive young kids and work them to the bone until they burn out then sack them and bring in a fresh batch.

    Around a dozen people I used to work with pulled up stumps and moved to Sydney shortly after Team Bondi was started because it was offering great coin, was headed up by a guy who'd done games that had sold millions of copies and had a deal with Sony worth $30 million or something similarly astounding for back then. I got an offer as well, but turned it down because my previous experiences with him didn't mesh with the industry buzz.

    The horror stories were creeping out within 6 months and within 24 months all but two had quit. I don't know what happened to those two because they essentially disappeared from the face of the earth. Sony dumped them - for burning through all the cash with nothing to show or just plain pissing them off - I don't know, but I do know they did a Duke Nukem at least once by scrapping everything and starting over.

    It's had a horrendous employee turnover rate the whole time and nobody with any experience will work there. They're the only developer in Sydney (Aussie gamedev is centred in Melbourne with some also going on in Brisbane) so naive budding young developers from Sydney (of which there is no doubt no shortage) allow themselves to be exploited in order to gain some experience working at a "high profile" studio that will place them in good stead to get a job at a better studio elsewhere in the world.

    Summary: Cunts like Brendan Macnamara should be blackbanned from the industry along with anyone who continues to fund them after they are exposed. I'm not a fan of unions, but cunts like him are exactly the reason they're needed.

  86. Get a better job? by __aazsst3756 · · Score: 1

    I don't get why people stay if the working conditions are that bad? They obviously have skills that are very employable.

  87. Re:Don't like the conditions ? Vote your your feet by Anonymous Coward · · Score: 0

    Everyone seems to gloss over the fact that if you quit, you do not collect unemployment. Also, in the current employment climate where you need to directly compete with low-wage recent college graduates and a large pool of unemployed, you are looking at a considerable stretch of unemployment. All the while your marketability will suffer.

    Everyone is so loud on their soapbox about this issue, but I think most people would react the same under these conditions. Quitting at the wrong time of your life can easily be carrier suicide.

  88. Re:Don't like the conditions ? Vote your your feet by ColdSam · · Score: 1

    The only thing sticking with the project demonstrates is that you're willing to work like a dog in intolerable conditions for a bunch of assholes. That ability might be useful to have on your resume, but not for any job I would want.

  89. Re:Don't like the conditions ? Vote your your feet by Anonymous Coward · · Score: 0

    That's the kind of attitude the managers looking for underpaid, overworked code monkeys want to see.

  90. self defeating crunch time by Anonymous Coward · · Score: 0

    The problem with "crunch time" that after a short while, your workers' productivity slows down, and they make mistakes. The end results is actually taking LONGER than if you just allowed people to regenerate and rest. You'll blow the deadline either way. You have to recognize this and not be a dick about it. You're just shooting yourself in the foot if you expect your staff to be as productive.

  91. Re:Don't like the conditions ? Vote your your feet by Anonymous Coward · · Score: 0

    There are studies going all the way back to the early days of mass production to demonstrate that 8 hours a day, 40 hours a week, with regular breaks, is just about the maximum amount of productive time you can get out of anyone on a regular basis. Henry Ford put all his employees on 8-hour days, five days a week not because he was a nice guy, or even because he thought they would make good use of the time off, but because they were more productive that way.

  92. Re:Don't like the conditions ? Vote your your feet by sonicmerlin · · Score: 1

    No it was because GM's management sucked.

  93. I almost feel dirty owning this game now... by Anonymous Coward · · Score: 0

    Wish I could get a full refund from this jack*ss!

  94. How much money? by DaveGod · · Score: 1

    I need a little context before I decide how sympathetic I'm feeling. The obvious one being how much are they paid? Are they paid for this overtime, or do they get back time in lieu?

    60 hour weeks are nothing special for someone on a decent salary. Here in UK, bastion of the 6 weeks holiday and subject to EU working time directive, a lot of people regularly pull 60 hour weeks. I spend half my working days at client's premises doing work that includes me seeing the payroll, I'd wager that just about everyone making £30k ($48k ish) works significant unpaid OT. Once you hit that level you're pretty much paid to get shit done and the salary is basically what you get paid to get that shit done regardless of how long it takes (funny how it almost always goes one way though).

    I work in accounting practice, it's audit (busy) season and I've been working 50-60 hours since April. Managers more than that - and often enough I'll drop them an email for when they come back from holiday (BTW, you don't get to book holiday's in spring or summer without good reason) and yet get a quick response, and files will come back reviewed. This is a small practice, a colleague left for a big-4 firm and logged 65 hours regularly - and this was outwith the audit season.

    This isn't the best bit. Aside from qualitative appraisals based on the quality of your work, the primary performance measurement is hours logged to time budget. Staff are pressurised to make their budget and managers heavily pressurised for the overall budget, that shit rolls downhill. The budget is usually basically the lower of whatever makes the required profit and 5% less time than it took (or rather, what was logged) last year, which basically means you work whatever insanity but log only the contracted hours. Last week was pretty decent, I worked 10 hours unlogged, almost 30% above what I'm contracted and paid for. I don't like to think about the week before that.

    Whoring in the hours to meet actual deadlines imposed by clients with valid reasons is one thing, doing it routinely without charging the hours just so your manager can get good stats and your partner can make more profit by not paying you is another. It's not just the amount of work, it's the stress you still get despite (because of?) the absurdity of it.

    The really stupid bit however, is the same shit (albeit smaller scale) happens in winter, which is the dead season. Staff with "real work" will be rushing away while staff without sit bored with some silly made-up task. The firm would actually make the same money by letting us have the time off in leu instead of made-up work, but the performance measurement doesn't work that way.

  95. Re:Don't like the conditions ? Vote your your feet by ThosLives · · Score: 1

    assuming your goal is a reasonable work week, getting paid for your work, and having reasonable protections.

    Aside from "having reasonable protections" which I don't understand in this context, I have all those things and I'm not in a union. Perhaps the only "protection" I don't have is that my employer could terminate me with only minimal notice, and assuming it wasn't due to some strange reason (by that I mean something warranting wrongful termination) I'd just have to look for another job.

    A union is why I can tell a manger in a meeting precisely why they are wrong and not fear reprisal.

    I do this all the time and have no fear of reprisal because I'm a respected member of the workplace and because I use data to back up my assertions. It also helps that I do not use language like "why the manager is wrong" but instead "why this course of action has risk," or in severe cases "that viewpoint is not consistent with the physical characteristics of the device on which we're working; here are the basic principles which indicate that is an path which will not lead to success." That subtle difference is extremely important.

    So, I feel that I have the same benefits that you get, and I don't have the overhead and, let's be honest, politics of a labor organization.

    I am in a software union.

    When it's all said and done, I think it's fine that you have a situation that works and that sounds pretty reasonable. Unfortunately, organized labor as a whole has a very polarizing reputation for very good historical (and continuing) reasons.

    --
    "There are a dozen opinions on a matter until you know the truth. Then there is only one." - CS Lewis (paraprhase)
  96. Re:Don't like the conditions ? Vote your your feet by Totenglocke · · Score: 1

    Except for movie production has been unionized since (if I recall correctly) before we were buying them for home use. If it had occurred later, they would have demanded more money and prices would be higher. It's no secret that union labor costs more than non-union labor - why else do you think people join unions to make more money? If it costs more for labor, then final product prices go up. If all labor on a game that takes say 3 years to make goes up, then the price of the game is most certainly going to go up from $60.

    Then there's the fact that MSRP on movies is actually quite high ($40 for blu-ray) - it's just that stores know that people won't buy many movies at that price and lower it down to a more realistic price.

    --
    "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
  97. Re:Don't like the conditions ? Vote your your feet by Totenglocke · · Score: 1

    If they want' me to work more then 40 I either get paid

    And how the fuck do you think you being paid more money won't increase costs to the company, thus resulting in them raising the price of the game to maintain profit levels? You are completely clueless about how running a business works and have completely bought the pro-union lies. With few exceptions, a company will always raise the price of their product when the input prices for making said product increase. That's why fast food prices increased once gas prices went up - because it started costing more to produce it due to transportation costs increasing.

    --
    "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
  98. web industry by Eponymous+Hero · · Score: 0

    i wish the web industry had an association like this to tell my boss he's crazy and just a little bit evil.

    --
    insensitive clod overlords obligatory xkcd car analogy russian reversals whoosh pedant fanbois ftfy in 3...2...1..PROFIT
  99. Change industries by Anonymous Coward · · Score: 0

    If you want to have a good life, you need to get out of the IT industry and use your IT skills elsewhere. I work in IT for an entertainment company and they treat me pretty damn good. 10 hour days, but only 4 days a week. Anything past 37.5 hours it overtime. Once I sign out and no one calls me at home for anything unless something seriously caught fire and there is absolutely no way to fix it without more people. I think the issue lies in that the IT industry lets things like this go on and no one complains until it's too late. Where as in other industries the IT department is just another department that gets things done for the company like HR or Legal.

  100. Re:Don't like the conditions ? Vote your your feet by tepples · · Score: 1

    the way zoning works is related as well; for instance, in many rental properties the rental contract disallows running a business from that location

    That and the fact that console makers don't want developers working from home for fear that the trade secrets embodied in the devkit might leak. (Source: warioworld.com)