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All Work and No Credit, A Tale of Two Developers

How a script assistant at Team Bondi and a producer at Rockstar Vienna underscore the issue of crediting, an industry problem without many solutions.

The total development of L.A. Noire stretched seven years, from 2004 to 2011.
The total development of L.A. Noire stretched seven years, from 2004 to 2011.

Una Cruickshank worked on L.A. Noire, but you wouldn't know it.

Even if you were patient enough to sit through the rolling credits after finishing the game, you wouldn't see her name. Cruickshank was one of the many people who passed in and out of the protracted L.A. Noire development process that began way back in 2004.

L.A. Noire was a PlayStation 3 exclusive to be published by Sony at one point, remember?

The only reason Cruickshank's listed on Moby Games right now as having contributed is due to a petition, located at www.lanoirecredits.com, organized by 149 developers who claim to have been left off the credits for the joint production between Rockstar Games and Team Bondi.

Cruickshank agreed to talk to me because the issue of proper crediting is not exclusive to L.A. Noire or Rockstar Games, though the company has been publicly criticized for similar problems in the past.

It's an industry-wide problem, one which has no clear solution and continues to weigh heavily over the community.

Rockstar Games declined the opportunity to comment on this story.

After graduating from college, Cruickshank started at Rockstar North in Edinburgh, Scotland where all of the major Grand Theft Auto releases have been crafted. She had humble beginnings at the studio, who was developing Grand Theft Auto: San Andreas at the time. She started as a temporary contractor, then offered a permanent position as a development assistant after the game shipped in October 2004 on PlayStation 2.

"After about a year I decided I was bored with being a development assistant, and that what I really wanted to be was a scriptwriter," she told me recently. "James Worrall, the lead writer on the GTA series, very kindly gave me some dialogue to work on and with that I was off: I've been writing in one field or another ever since."

During that time, she worked on both San Andreas and the PSP spin-off Liberty City Stories. She was from New Zealand, though, using a work visa. When that expired and she was unable to procure a new one, she left Rockstar North and applied at Team Bondi, a studio she'd never heard of at the time. Strangely enough, she was leaving Rockstar Games to end up working with Rockstar Games again on the company's adopted project, L.A. Noire, as a script assistant.

Cruickshank wasn't there when L.A. Noire's development started or finished, and when she joined the studio, she never heard of any official policy about crediting. What happens to anyone who works on the game but leaves before completion?

"It was understood among the developers that if you did not see the project through to completion you would lose your credit," she said. "I knew this because I had worked in game development before and had seen it happen: how the younger developers with no experience worked it out I have no idea. It was simply accepted as fact that if you quit, got fired or were made redundant you would have nothing to show for your work. In the course of a seven year development cycle, that happened to an awful lot of people, some of whom put years of work into a project they loved. The day I resigned, I knew that one of the things I was giving up was my credit, and it made the decision even more difficult."

If you look up the credits for Grand Theft Auto: San Andreas, you'll find Cruickshank's name.
If you look up the credits for Grand Theft Auto: San Andreas, you'll find Cruickshank's name.

Ultimately, Cruickshank wasn't credited when L.A. Noire shipped in May. She left Team Bondi in January 2008.

Companies are not required to credit everyone who touched a project because there is not an industry-wide forced standard. The International Game Developers Association has established the closest thing we have by actually creating a standardization template for developers to use, but it's all optional.

"The L.A. Noire issue highlights the dichotomy relating to credits," said Brian Robbins, chair of the IGDA board of directors and founder of mobile developer Riptide Games. "Some developers and studio heads see a credit as a 'badge.' They see credits as an award ribbon that you get for crossing the finish line or the pat on the back for sticking through long hours and poor working conditions. The people that feel this way might consider giving credit to an artist that worked on the game two years previous and left for greener pastures after a year almost insulting."

Rockstar Games has been knocked for credits in the past, and it's the last incident that prompted the IGDA to create a Credits Standards Committee to write credits guidelines in the first place.

It was not the only thing the Manhunt series became known for, but long before L.A. Noire, Manhunt 2's release caused controversy for a number of developers left off the credits list.
It was not the only thing the Manhunt series became known for, but long before L.A. Noire, Manhunt 2's release caused controversy for a number of developers left off the credits list.

Jurie Horneman was employed at the now-defunct Rockstar Vienna, working as a senior project manager on Grand Theft Auto: Vice City for Xbox and a producer on Manhunt 2. He was credited for the former but not the latter, and made headlines back in 2007 for publishing a list with a much more complete list of developers who'd contributed to Manhunt 2.

"I would have been surprised if they had credited us for Manhunt 2 and the other AAA next-gen project we had in development," Horneman told me. "But I kind of saw it coming so I had the blog post with the full credits prepared. The list was made with help from and in cooperation with other ex-Rockstar Vienna people. What I didn't know is that Hannes Seifert, one of the two former managing directors of Rockstar Vienna, was involved with the IGDA credits effort. He knew I was preparing the blog post, so the fact that the IGDA revealed their credits standard at the same time was no accident, even if I didn't know about it at the time."

There wasn't a company-wide policy regarding credits at Rockstar Games, as far as Horneman ever knew. As a studio, however, Rockstar Vienna took it upon themselves to keep a credits document at the start of a project and keep it updated as people cycled through the company. Obviously, the list wasn't used.

"From looking at L.A. Noire and Manhunt 2, it seems they put everyone who was there at the end into the credits, and left off anyone who was not," said Horneman.

And while Rockstar Games has taken multiple hits regarding credits, Mythic Entertainment was under fire in 2008, after the launch of Warhammer Online. It was a similar situation, with anyone still working at Mythic Entertainment when the MMO launched listed in the lengthy credits. Whereas Rockstar Games has mostly ignored both situations, Mythic Entertainment actually built an online database to properly credit anyone who'd been a part of putting together Warhammer Online.

While these situations are unfortunate and uncomfortable, the IGDA applauds the result.

"While creating the standard has helped a few developers," said Robbins, "it’s the public outcry that emerges every time high profile games are accused of omitting people from the credits that really has impact."

The ambitious world in L.A. Noire took hundreds of developers nearly a decade to create.
The ambitious world in L.A. Noire took hundreds of developers nearly a decade to create.

If Brendan McNamara had left L.A. Noire halfway through development, there would be headlines (in fact, that's happened anyway). No one noticed when Cruickshank left because she wasn't put in front of the press. Without a public record of her involvement, it's not surprising no one called foul when the game shipped without her name.

"For many of us, the fear of not being credited was a large part of what kept us working on L.A. Noire through a long and sometimes difficult development cycle," she said. "It wasn't that we didn't love and believe in the game, but this was a monumental project which demanded a lot from its staff over a very long time."

"A number of Team Bondi's developers were hired directly out of university or TAFE [technical and further education institutions in Australia]" she continued. "L.A. Noire was their first real job, and a few years into the project some began to feel that they literally could not leave--if they did, they would be in their mid-twenties or early thirties with what amounted to a blank resume. Fair and consistent crediting rules would have allowed those people to make their own decisions about their employment without fearing that they had wasted years of their working lives."

Horneman shared some of the same concerns, but said this wouldn't be the case for every individual.

"I have blank spots in my resume, it's impossible to tell how much it has affected my career," he said. "If I see someone with a 'AAA' resume, I am not surprised when there are a lot gaps and cancelled projects on there. And you can always find someone who worked with the person and get feedback that way. So I am perhaps a bit more sanguine than most about the value of credits. I can say I've been making games for over 20 years, which probably helps open doors."

Therein lies the rub for some developers.

With the rise of mobile and social games, the IGDA estimates the number of developers who go uncredited on projects has only risen in recent years. Without credit, a new programmer or artist just breaking in could be left with nothing to show for it.

In the movie industry, labor unions like the Writers Guild of America fight for the rights of its members, performing duties such as enforcing credits. Unions don't exist in video games. It's not to say unions are the only way to make credits more important in the eyes of developers and publishers, but unions are one way to collectively force an industry towards change.

"To force an industry to value credits and understand their worth will require employees to insist on receiving them," said Robbins. "As long as we 'understand' and 'accept' that crediting is only a participation award for the finishers, the industry will continue to treat employees that way."

Those who worked on Warhammer Online but left before ship were added to an online database.
Those who worked on Warhammer Online but left before ship were added to an online database.

Games are still in the early stages of maturing as a medium. The recent U.S. Supreme Court decision defending the First Amendment rights of games is one signal of that, albeit an important one. As games become better known as creative works worth acknowledging, the demand for those who craft them to, in turn, receive acknowledgement for their work may grow.

"In game development, it is not unusual to be in a dark position where everything seems lost, and then, through a heroic effort involving overtime, suddenly everything works and is done on time, sort of," said Horneman. "From personal experience I can tell you that going through a phase like that is an incredibly bonding experience. And it then becomes very natural to believe that anyone who wasn't there doesn't know what it was like and maybe doesn't deserve to be credited. And, also, that you can solve any problem by crunching--hey, it worked last time! It takes maturity to realize that this a short term solution, and that you cannot build a medium to long term strategy based on that."

If the IGDA's prediction that more and more developers are being left off credits is true, we need more developers to be brave enough to come forward, and gaming advocates need to champion them on.

"The biggest enemy to an industry crediting standard is apathy," concluded Robbins.

Patrick Klepek on Google+

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Slaker117

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Edited By Slaker117

You figure the industry is going to have to unionize eventually, right? Wonder how that will affect things.

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234r2we232

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Edited By 234r2we232

It's Rockstar. They want all the credit and attention for everything.

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Destroyeron

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Edited By Destroyeron

People read the credits?

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chickdigger802

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@ma_rc_01 said:

@Kontrapunkt: Or put 'em in a "special thanks" section or a "quitters" section

Or laided off cuz we ran out of money section?

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Phished0ne

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@not_a_moo_cow said:

I completely disagree in the notion that unions would harm the industry. Unions don't make demands for no reason, but, yes, if game developers aren't currently compensated fairly for their work, then they will, without a doubt, demand higher wages - they should be paid what they are worth, shouldn't they?  Either way, I'm sure game developers, and their potential unions, won't be stupid enough to destroy the profitability of their own industry by driving prices up, nor would they be stupid enough to chase their employers to China. No one should expect unions to ask for money if the money isn't there to give, because they won't.  The idea that unions are these greedy, money-grabbing organizations is completely unfounded. Employers and employees have a shared interest in staying competitive. For example: the past few years have seen a great number of unions accept pay-cuts across the board to help their respective industries make it through the recession.  At the end of the day, unions help greatly improve the working conditions of their workers, and that's all that really matters. I can't get myself to be against unionization just because there's a small chance I'd have to pay a small bit more for my games. Game developers are people too, thus deserve to be treated with respect just as the rest of us, and if their employers wont give that respect to them voluntarily, then they should band together and take it.  

You're missing the point.   There wasn't a editorial union that demanded people go out and protest when Jeff got fired from GameSpot for  possibly questionable reasons.  People did it on their own accord because they cared about the games press as a whole.   Developers have the ability to stand up for themselves without forming a group that demands everyone that wants to be counted as a "developer" pay union dues.   They just don't do it.   
 
  There are numerous problems with Unions, many that  would take too much time to explain here. But as a simple example, say  there are 2 members of a union, a male and a female. If the male sexually harasses the female, the female can't go to the union for help, because the union can't favor one person over the other.    I think that speaks for itself.
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@Phished0ne said:
@not_a_moo_cow said:

I completely disagree in the notion that unions would harm the industry. Unions don't make demands for no reason, but, yes, if game developers aren't currently compensated fairly for their work, then they will, without a doubt, demand higher wages - they should be paid what they are worth, shouldn't they?  Either way, I'm sure game developers, and their potential unions, won't be stupid enough to destroy the profitability of their own industry by driving prices up, nor would they be stupid enough to chase their employers to China. No one should expect unions to ask for money if the money isn't there to give, because they won't.  The idea that unions are these greedy, money-grabbing organizations is completely unfounded. Employers and employees have a shared interest in staying competitive. For example: the past few years have seen a great number of unions accept pay-cuts across the board to help their respective industries make it through the recession.  At the end of the day, unions help greatly improve the working conditions of their workers, and that's all that really matters. I can't get myself to be against unionization just because there's a small chance I'd have to pay a small bit more for my games. Game developers are people too, thus deserve to be treated with respect just as the rest of us, and if their employers wont give that respect to them voluntarily, then they should band together and take it.  

You're missing the point.   There wasn't a editorial union that demanded people go out and protest when Jeff got fired from GameSpot for  possibly questionable reasons.  People did it on their own accord because they cared about the games press as a whole.   Developers have the ability to stand up for themselves without forming a group that demands everyone that wants to be counted as a "developer" pay union dues.   They just don't do it.      There are numerous problems with Unions, many that  would take too much time to explain here. But as a simple example, say  there are 2 members of a union, a male and a female. If the male sexually harasses the female, the female can't go to the union for help, because the union can't favor one person over the other.    I think that speaks for itself.
That last part about sexual harassment makes no sense. That's a human resources issue. Have you even had a job before? if two union members have an issue it goes to mediation, if it's a harassment issue it goes to human resources or into the legal system. I've been a journalist at a newspaper for just over seven years now and I can assure you there's a union for journalists here in Australia and also in the US. I'm not part of the union and it hasn't affected me, but they've stood up for my co-workers in the past. 
 
" There wasn't a editorial union that demanded people go out and protest when Jeff got fired from GameSpot"  
Unions don't demand people go protest, what planet are you living on? They ask that MEMBERS of the union make their voices heard, not the general public. It's because of unions in Australia we have a 40 hour working week, minimum four weeks holiday a year, sick days and paid overtime or at least time in lieu.
 
MY POINT IS the video game industry needs a union. If for no other reason than to ensure disasters like LA Noire never happen again. Shit like that would never happen in the movie industry -- just look at the writers strike a few years back. Nobody can say what happened to the people who worked on LA Noire and weren't credited was fair. I mean if they won't credit the creators take ALL their work out and do it again. If they were given that sort of ultimatum the industry would be a very different place.
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natetodamax

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@Tarsier said:

all this controversy is probly on purpose , cuz they know it will bring peoples attention back to the game and probly result in more sales.

If a developer wanted to sell more games I don't think they would do so by drawing negative attention towards themselves.

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Phished0ne

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@PandaBear said:
  " There wasn't a editorial union that demanded people go out and protest when Jeff got fired from GameSpot"  Unions don't demand people go protest, what planet are you living on? They ask that MEMBERS of the union make their voices heard, not the general public. 
Yes, the people that protested at Gamespot WEREN'T general public, they were members of other gaming press organizations in the Area. Websites that in theory were opposition to Gamespot.  
 
 MY POINT IS THAT,  those people did it out of the love of the gaming press, not because some union 'kindly asked' them to go demonstrate.  Maybe devs could find a way to speak out about this as a whole, without as i said, demanding dues from everyone that wants to work in the games industry.    You're right, i've never worked in a field that has a union, but that dosent mean i dont research, i do research before i post any post on an article like this. From what i've seen,  In my opinion, unions can do a lot of good, but its a terribly slippery slope, people are known to get very power hungry once they realize they have a whole army of people behind them.   I just think the people that are calling for unionization, are calling for the industry to drop a nuclear bomb on a hive of wasps.
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@Phished0ne said:
@PandaBear said:
  " There wasn't a editorial union that demanded people go out and protest when Jeff got fired from GameSpot"  Unions don't demand people go protest, what planet are you living on? They ask that MEMBERS of the union make their voices heard, not the general public. 
Yes, the people that protested at Gamespot WEREN'T general public, they were members of other gaming press organizations in the Area. Websites that in theory were opposition to Gamespot.    MY POINT IS THAT,  those people did it out of the love of the gaming press, not because some union 'kindly asked' them to go demonstrate.  Maybe devs could find a way to speak out about this as a whole, without as i said, demanding dues from everyone that wants to work in the games industry.    You're right, i've never worked in a field that has a union, but that dosent mean i dont research, i do research before i post any post on an article like this. From what i've seen,  In my opinion, unions can do a lot of good, but its a terribly slippery slope, people are known to get very power hungry once they realize they have a whole army of people behind them.   I just think the people that are calling for unionization, are calling for the industry to drop a nuclear bomb on a hive of wasps.
Ok for one thing ... going off your last posts you have no idea about how a union works. Pushing up the price of games? Where is that coming from? That's not how pricing works - unions are funded by employees not employers. That is, you cover your own cost to be in a union, much like you pay your own phone bill or electricity. You want it? You pay for it, NOT THE EMPLOYER OF THE PUBLISHER. Games won't go up in price. They just won't. By that logic movie ticket prices should go up when union fees go up, but it doesn't happen because the movie studios DON'T PAY THE UNIONS. It's the same with games. Your posts reek of somebody who's never a job where a union is needed. Don't get me wrong, there are solid arguments against a union, and I for one know for a fact from personal experience how bad they can be. But they can do a lot of good too. 
 
Power hungry people with an army behind them? This isn't the mafia we're talking about. It's workers fighting for their rights. You seem to think a union is made up of people who'll stop working at the drop of a hat for outrageous demands. It's still made up of people working together in a democracy. Granted they can get their bee in there bonnets about some trivial shit, but look at the last televison writers strike. That strike, like most  strikes, needed to happen and changed the industry in many ways. But when was the last time they went on strike for no real reason or wanting more "tartar sauce"? Be realistic about this.
 
LA Noire was created by a team of people who weren't credited for their work. Some say "Well so what? You see who created lots of things.". But why credit anyone by that logic? If they weren't going to credit the people who MADE this game then don't credit ANYONE. Brendan McNamara would be outraged if his name was cut from the credits because it was "his vision", but how is the guy who programs the game or creates the art assets used in the final game any less important? Nobody is suggesting a union so they could go on strike for whatever reason, it's so that people who worked on they game got what they deserve - a pay check, a good working environment and credit for their work. To me, that's only fair.
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@PandaBear:   Really? we arent talking about the mafia?  they call the SEIU(Service Employees International Union) the fucking PURPLE PEOPLE BEATERS for chrissake.  Unions use all kinds of shady tactics to get what they want.  I dont want to see that happening to my favorite pass-time.  Unions always start out great..but a lot of them go real bad, quite quickly. Now, once again, no one can say that it would happen to a potential devs union, and i severely doubt  it would.  But like i said several times, my personal opinion is that it would  be excessive to call for forming unions when more press to the issue would have the same effect.  The pubs and devs dont want bad press.   Call me paranoid, but i just dont like unions, in some cases they do a lot of good, but i really think its a terrible slippery slope.
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It begs the question for myself what I should do when I complete my course, with Team Bondi being the closest developer to my current location. Here I was thinking my prayers might be answered for the Australian industry coming back to fruition, then the truth emerged about how Bondi treats it's employees. Much pondering shall now take place.

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This is just the epitome of selfishness on the part of the developing company.  It costs them nothing to give a credit.  Nothing!  It's a goddamn name on a list of hundreds.   To withhold a credit for spiteful or vindictive reasons is utterly shameful.   To hold it over someone's head as leverage for their continued loyalty to the company is despicable.   Sickening. 

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@grugvoth said:

I think from a software point of view people who work on a game actually get credit. In my field of work there are no credits or proof you worked on something. When someone wants to check your work they have to speak to your previous employers and/or references. Why this can't be done for game development as well I don't know, the whole idea of credits seems to be a way for games to try and be like movies.

To put it another way, there has to be a better way than being in the credits of a game to build up your resume of work done. It doesn't matter if you were employed at the time the game shipped, the work you did could have been a large part of the project but just because you were not there at the single day in time when the game ships (to exaggerate the point) you suddenly don't get any work credit for what you did is ridiculous.

Just my thoughts as someone who has written software that millions use but nobody actually knows who I am when they use it. That fact has not hurt my career one bit.

Dito, I work in software development as well. But we don't make "fun" stuff like games, so I guess we're less worthy of credit. I never understood why you somehow warranted your name to be shown just because you work in entertainment, I understand if you get your job based on actual fame (actor, director etc)...but a programmer? Wtf dude, you write the same shitty code as the monkeys that made this browser I'm using and I don't get rolling credits every time I close that down (hyperbole, whatever).

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PandaBear

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@Phished0ne said:
@PandaBear:   Really? we arent talking about the mafia?  they call the SEIU(Service Employees International Union) the fucking PURPLE PEOPLE BEATERS for chrissake.  Unions use all kinds of shady tactics to get what they want.  I dont want to see that happening to my favorite pass-time.  Unions always start out great..but a lot of them go real bad, quite quickly. Now, once again, no one can say that it would happen to a potential devs union, and i severely doubt  it would.  But like i said several times, my personal opinion is that it would  be excessive to call for forming unions when more press to the issue would have the same effect.  The pubs and devs dont want bad press.   Call me paranoid, but i just dont like unions, in some cases they do a lot of good, but i really think its a terrible slippery slope.
The issue here is there was nobody the guys at Team Bondi could turn to, even when it became clear their hard work would not be credited in LA Noire. After years of long hours, and what sounds like nightmarish working conditions, they were told a bunch of other people would be given credit, but their names (over 100 actually) would not be appearing because some asshole dictatorship said so. I can't imagine how powerless they must have felt in that moment - quitting a job because you hate it, but loving being in the industry and knowing that if you leave now you'll have nothing to show for it. They deserved better. They made a great game and I think that if they had an organisation to turn to that could rally everyone together and say "this isn't fair" this wouldn't have happened. 
 
By your logic they got what they deserved. Oh well, I'm done. We'll agree to disagree.
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Edited By selbie

Epic article Patrick. Crediting people who worked on the game is important and there certainly is a grey area with who gets credited and who gets left off the list.

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Edited By Xeiphyer

While I understand the issue completely, I also can't help but feel that the resume is a weird argument.
 
Why can't you just say "LA Noire 2006 - 2008" on your resume, if they wanna check if you really did work on it, they can get in touch with whoever is making or made LA Noire, even if you weren't in the credits, its not like they will deny knowing you or something. If the game is unreleased, you do what most people who worked on unreleased games do, offer a vague descriptor title like "Cancelled AAA Next-Gen Final Fantasy 2008 - 2009" or "Cancelled Sega Game 2005-2008". 
 
Obviously if that is your only thing on your resume, it doesn't look great, but its better than absolutely nothing.
 
Still though, on topic, Credits are to acknowledge the people who worked on the game, not who were present when the game was finished, people need to figure that shit out. Also the game industry needs unions, low pay, 80+ hours/week crunch months, stupid things like not being credited because you quit before it released. Its just bullshit and people shouldn't have to deal with it.

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Edited By DarkGamerOO7

I feel that everyone involved on a game whether it was ten minutes or ten years, should be credited in the credits. Now I also feel that it should be labeled on said credit how long that person worked on the game for fairness reasons, so a credit would look something like this:
 
Character Design:

  • Ryan Davis (2004 to 20011) *
  • Brad Shoemaker (2005 to 2006)
 
*Indicates person worked on the game from conception to finish product
 
Not only would this give everyone credit, but it would show how long a person worked on the game.
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@DarkGamerOO7 said:

[...]
Character Design:
  • Ryan Davis (2004 to 20011) *
[...]

This will be the best game ever.

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Edited By Leperous

Hi, Micah Wright here, Chairman of the Writers Guild of America's Videogame Writers Caucus.  For those of you who might not be aware of us, we are an 8000+ member union of television, film, documentary, news, and, yes, videogame writers.  We're the people who write most of what you see on TV and at the movies.  Increasingly, we're also the people who write many of your videogames.
 
Contrary to what's implied in this article, The Writers Guild DOES cover videogame writers, and regularly works with companies to ensure and standardize writing credits.  While it is not yet a guaranteed or standardized practice, we have been more and more successful in negotiating these terms for our writers, and in our efforts to explain what the benefits of a WGA covered deal are for both the employer and the writers.  We provide health and pension funds for our writers as well.  
 
So, if you're working in videogames as a writer, and you want some sort of -guaranteed- retirement income (instead of a lackluster 401k that rises and falls with the market), and you'd like -portable- health care coverage (meaning you take your same coverage and doctor with you from job to job, instead of hoping that your new employer's health care is as good as your last one's, or not having pre-existing condition exclusions, etc.), then you should stop by the WGA's webpage at http://www.wga.org and look around.  Contrary to what you might have heard, we do cover videogame writers, and we do have methods by which writers who exclusively work on games can join the union.  Sadly, we don't cover most designers, unless you're also performing writing duties, but for those videogame writers out there, there's at least ONE place to turn to.
 
Incidentally, I've noticed a LOT of commenters here sneering that "everyone knows who writes these games," or that "credits aren't important," but that's just not true.  Your credits ARE your resume, and if a company is publicly denying your work (and removing you from the credits as a punishment for quitting is exactly that), they are harming your efforts to find future work.  The WGA, in fact, was first formed in 1921 by the ten highest-paid screenwriters in Hollywood not because they were greedy for money, but because they were tired of Producers arbitrarily changing their credits, and assigning their credits to other writers as punishment.  Money and financial minimums didn't enter the picture until several years later.  The WGA's initial demand was Credits Arbitration, which the Guild still handles exclusively to this day... although 10 or more writers may work on a single film, it is the WGA (as represented by arbitration panels made up of volunteer member-writers) that determines the assignment of those credits, and NOT the employers.  Credits might not matter to the fans, but they do matter to the people who work on these projects for multiple years, and using credits as a weapon against employees is something that can't happen in a unionized workplace. 

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TPoppaPuff

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Edited By TPoppaPuff

It doesn't take a developer's union to fix this problem (and honestly would have little impact for decades), it is something that should simply be regulated by the ESRB and a database site with credits for all modern games.  Essentially adopt the IGDA's credit form and enforce it.  Before a game's release the Credits must be sent to a large credits online database viewable to all.  If someone is not credited on the game and should be, they can file with the ESRB or IGDA who then brings it to the ESRB who would block all upcoming official ratings for that publisher.  If the uncredited person prove they worked at the studio and was paid to work there, and if they are uncredited then the publisher must amend their credits to the database or to the game or the game never gets an ESRB rating, thus effectively keeping it off shelves.  If the publisher is found in the wrong and does not fix it before release so that name shows up on the disc, then they are fined $10,-20,000 per credit error.  This would be irritating but acceptable to the publisher for a mistake in crediting and would then release the game with an updated online credit database, but also send a strong message to Rockstar and Bondi, who in this case would cost them millions, and rightfully so, that their practices have been unacceptable.  And if they don't pay, they don't get an ESRB rating.