Pachter To Overworked Devs: 'Find Another Profession'
industrygamers.com
industrygamers.com
... which they avoided paying out by firing the relevant employees before the bonuses were due.
Their work agreements didn't allow it, but Activision cheated them out of their bonuses anyways.
It seems to me that if a company in this situation wants to screw the employee, they will find a way.
This is sometimes negotiated in executive employment agreements, but I can't say I've seen it in rank-and-file agreements.
The concept is a bit boggling. Planned periods of "oh shit we need to work 14 hours today or we'll miss the deadline!"
Which is quite silly as the game needs to be patched. Booting burnt out developers and even not acknowledging them would lower the morale of the others and ruin future attempts to make sequels (Investors puzzled: Why was it so lack lustre?). eg LA Noir credit omissions.
Schedules are built on hopes and dreams instead of historical data. Impossible promises are made to publishers in order to secure funding or keep from being cancelled.
Most harmful, is the belief that crunching actually increases productivity. If you look at the research on the subject the most you can hope to gain is about a 2 week boost before you backslide and become less productive.
If you could reliably deliver (fun) games on time and on budget you would have a serious competitive advantage in this field.
Bioware seems to be taking a really good approach to this with Star Wars: The Old Republic, but they might be able to get away with it because it's Star Wars.
I think the problem is a lot of companies rely on big box retailers and traditional media for their blockbusters, which means long lead times on print materials, DVD pressing, magazine advertising. Big projects always go longer than you intend, and if you make all of these big feature promises and deadlines in advance you basically are forcing yourself into extended crunch time.
Unless it's the result of on purpose project management. I suppose some companies would see a pretty good deal in paying people for three months to get five months worth of work.
Pachter said. “I’ve never heard a developer say ‘I don’t work overtime and I don’t work weekends’. Well, at my last industry job, that was me. I never worked weekends, and I only worked evenings if I had fallen behind myself on what I planned to get done. I made it clear to my managers (in a non-confrontational way) that overtime was not to be 'expected', and that I would only work extra hours in extreme circumstances if we had immediate (read: in the next 1-2 days) deadlines that my planned work was not going to be ready for.
My managers were pretty ok with that actually - I was still a good programmer and put plenty of effort in during my normal work hours, and it meant that people had an accurate idea of how much work I could normally get done in a work week.
Rather commit to working overtime if the company/team will miss a deadline that you committed to for a reason that you are responsible for. That closes temptation to create deadlines that you never committed to.
An example: Manager: Dev, we need you to stay extra because we've got to get Facebook Connect integrated by tomorrow!
Dev: I wish we'd talked about if that was a reasonable expectation given the other development priorities we have for this week. Next time we have a feature with a deadline, ask me in advance and I can tell you the earliest date I can guarantee it can be finished by.
Then be reasonable, with a good buffer, about future deadline commitments. If you make a commitment, keep it. If you have a deadline commitment, and a new "urgent" request comes in, you can then ask the manager if they'd rather you delay the new request to honor the first deadline, or if they'd like to push back the deadline of the original request.
Using this I never worked evenings or weekends when I was an employee
I can't say I miss working in that industry much myself.
The games industry has conditioned itself to believe it is unique in software development, and that as a special snowflake, it is able to define whatever is reasonable for itself. Whatever is reasonable is what's come before, and what's come before has been a terrible mess. Google can launch products with a much better work/life balance than most games studios, and their engineers make a lot more money for it too.
The only people that stay are the people who can survive it. Those that survive are those that don't know any better (fresh-faced grads), grizzled and bitter vets that perpetuate the cycle of violence, or those people who really can't imagine anything more awesome than making games, personal life be damned.
Pachter is being blunt here, but he's right. The industry won't change, and in my interactions with it, it doesn't seem to want to.
I don't quite understand the glamour of the business. When I hear stories from my friends it just makes me angry that million dollar salaries are subsidized by such shitty working conditions.
I wonder: if Google decided to get into the video game business, would it fall into the game studio trap?
I'm not really sure what the answer is myself. For what it's worth, when I was at Microsoft, I heard no horror stories about overwork at MGS. However, any such stories would be second-hand at best because I never interacted with any MGS people.
But I wasn't referring to that situation. For a given project, there's an optimal team size. Adding people to that team can often reduce the productivity of the team as a whole. There's a limit at which you just can't get the project done any sooner. In that case you need to set a realistic schedule given these limitations.
Also its terrible blame shifting. It sounds like they are trying to create games with insufficient timing and budgets, and the people are to blame are the workers not the money men.
I'd have walked as soon as I realized I only get paid my due wage if the product succeeds. The onus shouldn't be on me to make sure I get paid making someone else product work.
I wonder how much of that goes to those below executive level.
I've never worked in the game industry where there may be strong political reasons to submit to such working conditions. I've rarely had to work over-time (mainly writing web applications and servers) and when I did it was usually of my own volition. The problem with doing is that you burn out a lot faster than you think. Being frustrated and unhappy can interfere with doing your job as a programmer. We're paid to think and good thinking can only happen when you have a clear, healthy state of mind.
If I've ever done "crunch time" against my will it's usually because some manager or sales person went above my head and made promises without clearing it with me. That's very unprofessional IMO. It's also unprofessional to avoid taking the initiative to righting that sort of wrong. It's like watching someone walk backwards into traffic and not doing anything to stop them. If you're part of the team, you're going to be hurting yourself too. (And I think it took me a few tries to realize this).
So I dunno... there are probably a lot of pressures in the game industry that help this nasty practice persist... but if it's not worth it, Pachter is right: move on. Life's too short and there's better work to be had.
Perhaps there will be some sort of bonus for those who stayed on (especially after this negative publicity) but what about everyone else who left over the years during this massively delayed project?
At my last company we spent over a year in crunch time. Never again.
http://www.gamesindustry.biz/articles/2011-07-05-revealed-th...
Employees produce more under crunch. Their productivity per hour is lower, but you're still going to get more out of them.
You can hit deadlines more aggressively if you crunch, so you end up paying less salary and benefits since you can fire the team once they're done.
Crunch enables you to hit unrealistic deadlines, so you can avoid investing energy into proper planning and skip hiring competent managers/producers.
Crunch causes developers to leave of their own volition to get away from it, so you don't have to worry about wrongful termination lawsuits, etc.
The developers who do stay, you can easily fire once crunch time has burned them out, and replace with new developers. There's a near-infinite supply of gullible developers who are desperate to 'break into' the game industry, and they'll accept awful pay and work conditions.
The mindset espoused by Pachter and Team Bondi is the 'slash and burn development' people have complained about ( http://www.gamasutra.com/view/news/35985/Develop_WB_Games_Fr... ). It's singlehandedly responsible for destroying careers, families, and companies.
In the end, it still caused friction, and we weren't able to keep that team on long-term.
I don't regret that we had to do that (I was working overtime too), but I also don't understand why employers treat developers like garbage. IMO, developers are gold.
http://www.develop-online.net/features/1184/The-Valve-manife...
(Though they unfortunately seem to have hotlinked the images, which are all broken :P )
These groups are still protected by other rules - how long someone can work without breaks, or rest periods, and general health and safety rules. But, and again I only know about Ontario, unless your contract says otherwise, overtime isn't paid and you can be fired for not working it (provided it doesn't violate some other rule).
It's not quite the same, but when I worked at a porn company most of the non-programmers and non-essential production people got paid really low wages because a) there are a lot of parties and other perks you wouldn't get at most "normal" jobs (such as being able to say you work at a porn studio), and b) most of the non-programmers and non-essential production people see no way that they'd be able to get a job elsewhere after working at a porn company.
The senior programmers and top production people got paid very nicely, though.
Couple this with the fact that there's an endless amount of fresh meat (I want to make games when I grow up!) and except for an enlightened few there's no real reason to change.
Every industry is loaded with managers who are rank amateurs, shamelessly greedy, or both. The difference is game companies tend to go out of business if the product isn't shipped in time for the Christmas season.
>Couple this with the fact that there's an endless amount of fresh meat (I want to make games when I grow up!) and except for an enlightened few there's no real reason to change.
There's a lot of truth to this. I wouldn't work in a game industry for the same reason I wouldn't open a surfboard shop or a used book store: I don't want to be competing with people who are willing to devote all their time to the job and don't care how much money they make. Eventually game developers burn out and move on, but like you say, there is an endless amount of recent grads to take their place.
There are non-gaming companies that are great to work for and value developers way more - why _would_ you stay?