The Human Cost of Call of Duty: Black Ops 4
kotaku.com
kotaku.com
Happy to be corrected here if I’m mistaken about this.
(My recollection is that since ESPP was given to every employee, but stock options were supposedly merit-based, they were able to sue for ESPP and not options, contrary to what the article says)
Anyway, that led to a hard separation of temps vs permanent employees in the tech industry, and probably other industries with similar compensation schemes.
Of course, US companies have always been scummy with regards to this kind of thing. I remember when Microsoft moved receptionists from being permanent employees to temps. There were probably fewer than 50-60 affected at that point, so it just felt like unnecessary cheapness to me. For a company that was making dozens of people millionaires every day at that point (mid 90s).
You can blame those sorts of things on the drive for shareholders to extract the last drop of blood from a stone. The management must show growth in stock, damn the human toll.
Game companies on top of the perm/temp caste system, also have a QA/not-QA hierarchy. They treat QA as a job that anyone can do and treat the people accordingly. Of course, good QA lead is valued more. Lots of young people wanting an in to the games industry are willing to do the job for low pay, so that doesn't help.
It would be nice if employers could be nice to all employees, but that's not how capitalism works. Every SV tech company that has masseuses and yoga for their employees also has contract janitors, cafeteria workers, security etc. Not to mention things like IT support and other better-paying jobs that are still temporary or outsourced.
You might say "well those people are not essential to the company", but that's exactly what game developers say about QA.
The way Treyarch treats QA seems particularly shitty, but I'm not surprised. If you start treating them the same as employees, you are literally asking for a lawsuit demanding equal compensation sooner or later.
(Now, in my opinion, they should get equal compensation, but that's an argument for another thread. Or likely another site).
As far as crunch goes, I challenge anyone who's ever worked on products with hard ship deadlines to tell me that they haven't had to crunch. Companies like Blizzard (pre Activision anyway, because they were private) could afford to "ship when it's ready" for their games, but most publishers don't have the luxury.
You've put tens (or hundreds) of millions of dollars into a game and it needs to ship on time or you cede buzz/momemntum to a competitor, end up out of the holiday season, or whatever.
It's not that the game industry is particularly horrible with crunch. It's just that no one else really ships packaged software within time constraints any more, so games look bad comparatively.
Sadly the viable options really are either to leave the games industry or band together and form your own company and do things "right"
For context he had 5 and a half weeks for E.T., he spent 7 months working on Yars' Revenge and 6 months on Raiders of the Lost Ark.