Why Did L.A. Noire Take Seven Years to Make?
au.xbox360.ign.com
au.xbox360.ign.com
Minor nitpick as a former journalist - being on the record means not being anonymous, and being anonymous means being 'off the record' (the 'record' refers to your name, not your comments).
If you're really interested, there are kind of four loosely defined categories of sources: On the record (quote and name me), Off the record (quote me, but don't name me), Background (Don't quote me, but use this information to verify other research) and Deep Background (this will point you in the right direction, but you'll need to verify with multiple other sources). As I said - loosely defined, but on/off the record is pretty clear.
"Unattributable" (aka anonymous): what is said can be reported but not attributed.
"Off-the-record": the information is provided to inform a decision or provide a confidential explanation, not for publication.
[1] http://en.wikipedia.org/wiki/Journalism_sourcing#.22Speaking...
Another one that I discovered in my brief time in journalism was that the medical reports (stable, critical etc) you hear most often have no medical basis - they're used by the media, and many healthcare professionals (at least, in Aus 10 years ago) didn't much like them because of their vagueness.
If you want my working definition of those, you basically have two scales: condition (fine, minor, serious, critical, dead) and change (improving, stable, deteriorating). Combine the two and you have an excellent soundbite - "The driver is in a critical but stable condition".
This isn't an exception, this type of horrendous behaviour is the norm. For an industry who's product is software, they're the worst at doing it in a sustainable and repeatedly successful way.
Find a non-games programming job, and do game development on your free time. Indy games is the way to go (just look at Minecraft), anything else is a souless meat grinder.
Seems to be a lot of horror stories about the games industry. Doesn't anyone have any more pleasant stories to share?
I know of a few particular studios with a reputation for having good work environments, but in general, the nature of the industry causes bad managers and directors to rise to the top because it's impossible to reliably connect bad results with bad decisions.
On the other hand, I know lots of people who still like their industry jobs. I think for them, putting up with dysfunctional management is okay because they get enough out of the job otherwise to make it a fair trade. It's also possible to diminish the destructive effects of the job if you're strong-willed and productive - crunch is a good example. It's possible to work in the industry without working crunch more than a few weeks in your entire career.
Does the startup model as touted here all day not apply so well to game development? I was under the impression that the indie smash hits like braid were generally made by small startups?
A lot of it probably depends on how much art you need I guess. If you can get away with putting abstract, algorithmically generated textures on everything, that's gonna shed a lot of man hours.
It isn't just the games industry. Pretty much all of entertainment is like that. It is like that (and always will be, IMHO) because of the endless supply of labor. Lots of programmers want to work in the games industry, just like lots of actors want to be in the movie industry. This allows the bosses in those industries to treat their workers as disposable commodities.
This year so far I have already doubled my salary in royalty checks. My company works 9-80s, so we get every other Friday off. And, if you work overtime, our management will get on your ass to stop it and go home.
So it is possible to have a normal career in games, but I guess I should count myself lucky.
Thinking about it later, I figured that bad management just increased costs & time to market, and made the games buggier, but didn't fundamentally change who successful a game is. And video games are a very hit-or-miss business, where successes are such run away money makers, that a popular game can gross so much money as to cover a really inefficient development process. As long as the lead game designers had a really good sense for what a good game was.
That's silly logic, might as well as admit that since sweat shops make money then all companies should be run as sweat shops.
In my experience bad management succeeds despite itself, usually because of the workers who put up with it and push to succeed for their own reasons. In those cases the bad management does everything they can to take the credit for the success but blames everyone for the failures.
This is far more common in multiple industries than it should be. The main reason this happens, in my opinion, is most of the people you would want as managers (because they would be good) don't want to move into that position. They want to stay where they are since they like what they're doing. For example, moving a developer into a management position often means no more development for that person.
Not to say all management is bad, there are companies out there that do seem to get it. Valve seems to be the model we all should have in mind based on some recent stories I've read.
I sincerely wish, more managers would understand this instead of knocking each other on the shoulder.
Just because you manage to get something out of the door after all does not mean you are a good manager and it does NOT mean you are _NOT_ a bad manager.
Plus nurturing the talent means they can easily roll into the next project with little or no downtime, which makes that project cheaper to complete.
So you can argue that both methods - being cruel to the employees and being very nurturing - deliver good games but take a lot of time.
With over a hundred employees doing most or all of the work, you really have to love the massive ego that takes all of the credit.