Something went wrong. Try again later

Giant Bomb News

180 Comments

Guest Column: It's Time to Talk About Labor in the Games Industry

Guest Contributor Ian Williams makes the case for why we need to care about labor conditions in the game industry as much as we care about the games we love.

No Caption Provided

Whether inside or outside, you can look at the video game industry and see what looks to be a borderless boomtown. It makes millions, when taken as a whole, and it’s cool, or at least cool enough for ESPN to broadcast. But the industry is a weird place, where wealth lives on a knife’s edge. Where a wrong decision can send a studio into a death spiral, costing jobs and well-being, but a slight break the other way catapults a game into the stratosphere. It’s the edge of the tech sector, where the money available seems always on the verge of granting stability for everyone but never quite grasping that goal with any lasting firmness.

Here are the facts, in raw form. A video game worker averages 2.7 employers every five years. 48% of those unemployed are over a year looking for a job. Figures from 2014 show a layoff rate twice the national average. 62% of workers still crunch, with 17% of those working over 70 hours a week. 36% of those who work over 40 hours a week receive no extra compensation. And 44% of those who don’t crunch work well over 40 hours a week; they don’t even know that they’re crunching.

These facts do not change. They are there, year after year. We shake our heads. We tsk and say, “what a shame” and then forget. And then the next article comes out, with the same figures, a percentage change here and there. We reboot, reset our disappointment at the state of things, rekindle it, and then get lost in the next listicle or big title.

But the numbers above are those of a crisis. I know that it doesn’t really feel like a crisis, either inside the industry or out. It’s so big and loud and modern, with neon conventions and smiling producers rattling off marketing speak about how their next project is even bigger, louder, and more modern than ever before. How can this silly, garish thing we all love so much crush the people who create it?

Every time I write an article about games and labor, I get messages from people inside the industry stating how sick they are of it. How they want it—no, need it—to change. Every time. And my answer is always the same: I’m just a writer. These are the figures. Awareness is all I can contribute to.

I’ve become increasingly dissatisfied with that answer. Because, at this point, every media outlet has the same article quoting the same figures. It’s a semi-annual ritual for them (for us) to put up the results of the IGDA surveys, as I did at the outset of this article. We’re all aware now. It hasn’t helped.

So that’s what this article series is about. On a (hopefully) regular basis, I’ll pull a thread from the fraying fabric of the gaming industry. Some months it will be data driven, others a cultural analysis. We’ll see what unravels. And, hopefully, potential solutions will be mooted and discussed by the people in whose hands changing the industry lies: The folks actually making the games.

No Caption Provided

Here’s the thing. One of the common questions I’ve received over the past two years since I started writing about the industry and its labor practices is “how can I fix this?”

The answer, glib as it is, is that you—the singular you, the singular I—cannot fix it. But the plural you? The we? That group of people can definitely change it. That can take a lot of forms, forms this series will discuss at a thousand word a time clip, and I’m not coming into this with any preconceived notion of what the “right” form is. But I am sure as anything that it won’t be hoping it gets better through sheer dint of rugged individualism.

So why should you, the Giant Bomb reader, care? Well, because you love video games. And I love video games. Jeff and Austin and Alex and Vinny and everyone else at Giant Bomb love video games.

Loving video games should mean more than just enjoying playing them. We should take an interest in and care about the welfare of those who make them. Because it’s a lot of people. We still have this idea that games are Will Wright in a garage with three buddies coding SimCity, but that’s not what it is. Where it was once a handful of people crunching, it’s now hundreds, thousands when teased out over the entire industry. It is industry. That’s not just a cute word. Video games are industrial in scale and scope.

That means caring about the QA guy and the IT lady doing the grunt work, not just Ken Levine. It means that even if the writing team can work from home, we still care about the coders pounding out just one more line at 1am on a Tuesday. It means that, when we see a presentation given by a game CEO at PAX, we look past that lone figure and see the toil and love of the dozens who made the platform he or she stands on.

We should also care because video games are increasingly influential. What happens in the video game industry, from the actual game content to work practices, filter out into the world at large. That ideas about creation and about the shape of the workplace that diffuse out into other industries should be the best of the gaming, not the worst. You don’t want to go into the insurance office where you work to find out your benefits have been cut, but hey, you have a new foosball table, believe me.

Worse, the industry (and games themselves) are increasingly hamstrung by burnout. If you’re still of the mindset that it’s the Levines and Kojimas who matter most, that’s fine. You should want to find the next Levine or Kojima. And he or she is not going to waltz through the door with full blown ideas ready to go. Those people are working in the trenches, doing 70 hour weeks, getting laid off over and over and over. The next Will Wrights have probably already burned out, sucked dry by the industry. They wanted to see their kids or spouses. They wanted to settle down and not move every four years. They wanted to know what their paychecks were, when they were, and know they weren’t on the chopping block anytime the stock ticked down half a percent.

No Caption Provided

The potential for a voice actors’ strike currently looms in the background. While it deserves longer treatment, it is enough to briefly say that reactions to this labor action have been mixed. If SAG-AFTRA strikes, it will almost certainly not be perfect. But if we wait for the perfect strike for the perfect demands by the perfect union, we will never stop waiting. The perfect cannot be the enemy of the good, as they say. The voice actors are not competition for other industry worker contracts; they’re pointing a possible way forward toward a better future for the rank and file of the industry. If even half their demands are met—and they will be—then a saner, more stable work life is there for the grasping by the coders, writers, and developers who make up most of the industry.

It’s good for everyone—workers, fans, and finance people, alike—if the next auteur doesn’t burn out. We want the best people sticking around. And we want a range of voices from across ages and experiences, something which the industry, so tightly tailored for single men aged 30 or younger, has a hard time providing in its current form.

So this is where we’re at. It’s time to discuss how things are actually changed. Let’s contextualize those numbers and talk about moving forward. I’m positive that what I think is best will not always be what you, the reader, think is best. That’s fine; this is how practical ideas come about. But change has to happen or we’ll be left with an industry and form of entertainment which none of us will be happy with.

It’s time.

Ian Williams is a freelance writer and author based in Raleigh, North Carolina. His work has been featured in Jacobin, The Guardian, Paste, and Vice. You can find him on Twitter at @Brock_toon. You can listen to Austin chat with Ian on the most recent episode of Giant Bomb Presents.

180 Comments

Avatar image for rincewind
Rincewind

417

Forum Posts

258

Wiki Points

0

Followers

Reviews: 0

User Lists: 3

This is a super interesting topic, i'm so glad you've written about this.

Avatar image for captaintrash
captaintrash

2

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Mmm, this is the shit I DO like. Great job Ian!!

Avatar image for joe_mccallister
Joe_McCallister

388

Forum Posts

2359

Wiki Points

0

Followers

Reviews: 13

User Lists: 0

Awesome read and a great topic. I hope this does turn into a series, I'd like to see not just the horror stories and what has been done wrong but some of the "folks doing it right" examples too. I love games, and have played with getting into the industry since I love not just games but the backbone of software design, but the financial instability and relative feeling that it's still the wild west were anything goes and people get treated like shit on the daily is just too prohibitive and makes me wonder about those already in there and how it goes.

Avatar image for mezentine
mezentine

14

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

"You don’t want to go into the insurance office where you work to find out your benefits have been cut, but hey, you have a new foosball table, believe me."

Love this line. I'm always suspicious of "fun workplaces" (and I'm eager to read Austin's thesis on gamification of work (that's it, right?) because I'm incredibly cynical about the concept)

Mistrust any attempt to distract laborers from asking "wait, why am I spending so much time here?"

Avatar image for drdarkstryfe
DrDarkStryfe

2563

Forum Posts

1672

Wiki Points

0

Followers

Reviews: 1

User Lists: 2

Gaming has such a massive disconnect between how the industry works, and how the market perceives the industry works. This has been the case since the days of Atari actively keeping the names of those that develop games hidden from the general public.

Thanks to developers like Double Fine and Lab Zero Games, the gaming community was able to get a taste at how much money it takes to create these games.

Unfortunately, the human cost is still a massive unknown. You can tell someone to watch a credit roll, but just seeing a wall of names does not have the impact of truly knowing what a software crunch really entails for the people working on that piece of game.

Is an industry wide union the best answer? Or the industry moving over more to a independent contractor model that other entertainment mediums use?

Avatar image for fearbefore
fearbefore

64

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

As a software developer (with a family) who was once interested in working in games, but was scared away by how video game company work conditions were, this is definitely interesting. Coming out of college with a young family, the idea of working 60+ hours a week was out of the question. If the industry were to see some changes in the direction of making it more friendly to a balance which it seems to lack now, I would love to give it a go. Until then I have to make games a hobby and not a career.

Avatar image for dhiatensor
DHIATENSOR

131

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

Edited By DHIATENSOR

Thanks for this, Ian. I'd be interested to know if the situation is different in Europe as labour laws are generally stronger here. What I'd want to see is whether the problems come from the American labour market or if it's a inherent consequence of an industry which many people get in to as a result of sheer love for the medium. What other industries are a good comparator, and do they have similar issues? Do non-gaming software companies? Or is this all purely down to the exploitation of developers' desire to build something great. Frankly I can't think of a circumstance where my boss could ask me to work 100hr weeks indefinitely without compensation, and I don't tell them to go fuck themselves.

Avatar image for platzkart
platzkart

210

Forum Posts

488

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By platzkart

Austin Walker is the best thing to happen to Giant Bomb

(Also this article owns obviously ty to Ian for writing it)

Avatar image for thelastgunslinger
thelastgunslinger

619

Forum Posts

86

Wiki Points

0

Followers

Reviews: 2

User Lists: 9

Great article Ian, glad to see another fresh voice on Giantbomb.

How do we balance the need for real change in the industry's labor standards with the seemingly endless glorification of the indie auteur? We know crunch must go away and overturn reduced, but at the same time we revel at the idea someone like Jonathon Blow can put 100% of his being into creating The Witness. What do we do to get away from the idea that everyone in game development must be wholly devoted to video games?

Avatar image for sickthrads
sickthrads

15

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

There's a feeling I can't shake regarding labor concerns about the games industry and it's that you should be lucky that you're considered for that type of work at all. Maybe you should, cause for most people outside CA, toronto, NY etc don't have these types of opportunities to be working in air conditioning doing what they thought they loved to do. The poor and talentless don't have that. I don't mean to frame it as a contest and that conditions shouldn't be improved everywhere, but whatever. I'd gladly work for shit pay making shit I don't like for bored monied workers any day of the week.

Avatar image for mento
Mento

4966

Forum Posts

551636

Wiki Points

0

Followers

Reviews: 39

User Lists: 212

Edited By Mento  Moderator

Look forward to future installments of this. I've been eaten up and spat back out by the industry before, and nothing about the semi-regular news cycle of entire companies going under indicates that the situation has improved. I remember feeling bad at the time about the higher-up employees at the studio I briefly worked for that had already settled down with spouses and kids. I'm sure they found work elsewhere, but it would suck for those families to keep moving.

Add in the GameTrailers news as well and the game industry's a scary place no matter which part of it you're working in.

Avatar image for frozensquozen
frozensquozen

27

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Sounds like the industry needs a strong union.

Avatar image for telecinision
Telecinision

11

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Telecinision

I work in post production, and I've entertained the notion of trying to hop industries. However, I keep hearing these stories about working in the video games industry and think to myself that it might be better to find a small, dry patch of land on the sinking industry I'm currently in.

Avatar image for subrandom
subrandom

145

Forum Posts

102

Wiki Points

0

Followers

Reviews: 0

User Lists: 8

I'm super curious to read more of these articles on this topic. I am hopeful that further writing is going to talk in some degree about contractors who are generally not included in layoff numbers because they arent' technically employees of the company but employees of an agency. But either way I'm glad the exposure is slowly getting out there to let people know there is actually a huge problem. Looking forward to more.

Avatar image for colourful_hippie
colourful_hippie

6335

Forum Posts

8

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Good read. I'm liking these columns

Avatar image for mezentine
mezentine

14

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Avatar image for ratamero
ratamero

424

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I always see the situation in the games industry as a bit similar to what happens in academia: both are glorified to a degree when you're outside looking in, and people end up willing to endure terrible work conditions because they love what they do so much. Even the short turnover and constant layoffs can be compared to the nightmare of temporary/non-tenure positions after a PhD, where you're supposed to work for years being underpaid and not knowing in which continent you'll be living in a year until you "make it". Unionizing would certainly help, but I'm not sure it would solve everything magically.

Avatar image for hadoken
Hadoken

95

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Hmm, I'm not displeased with the truncated form of the article. It vaguely points towards an interesting topic with a wave at the air towards personal action. but I feel like this should be 9 pages long and about 2 years ago. Sorry if that sounds dismissive or rude, but I want more meat.

Avatar image for amyggen
AMyggen

7738

Forum Posts

7669

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

@hadoken: Seems like it's gonna be the start of a series of articles.

Avatar image for nickhead
nickhead

1305

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 10

Definitely curious about more of this stuff. I just can't imagine working 70 hours a week, even if it was for something I love.

I appreciate what game devs do at all levels and I'm sorry this is how it works.

Avatar image for zorak
zorak

301

Forum Posts

241

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

It's always crazy as someone who does some amount of software work just how different the attitudes are in the gaming industry management as to what is acceptable versus the attitude is in the science/tech/mil one. My management has always done EVERYTHING it can to avoid crunches, and certainly never plan for it.

Crunches outside the gaming industry are viewed as a failure of management and planning to properly scope work, and should be addressed procedurally in the future so as to never happen again. The differences in how the gaming industry is willing to basically throw away employees is also kind of absurd to me given how much other tech tries to keep retention high for a wide range of reasons.

Ian, I hope you touch in the future how the market / market pricing of gaming is a factor in all this, as I'm rather curious about how the current AAA cycle of "60 dollar annual releases" translates into sustainable / stable finances.

Avatar image for dezvous
dezvous

690

Forum Posts

4

Wiki Points

0

Followers

Reviews: 2

User Lists: 15

Edited By dezvous

I'm really happy to see this written and look forward to more. As a 3D Artist (but not one in the game industry) this sort of thing plagues us as well in too many cases. We need more people to just plain give a damn. It is a clear and unfortunate example of how frequently balance in life is completely disregarded; up until it's too late and we can't get those years of our lives back and we're all bitter about it.

Avatar image for giantlizardking
GiantLizardKing

1144

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By GiantLizardKing

The answer to this is painfully simple: Developers - quit letting employers treat you like this. You aren't a victim, take some control. The economy is extremely favorable to you at this moment in time. You don't have to put up with this shit. Quit the industry and you can make more money, cut your work week by a third, and have a personal life and some piece of mind and stablility. When enough devs leave the indusry the laws of supply and demand will work themselves out in that labor market and publishers will be forced to raise wages to meet the demands of the job. If the industry can't correct it turns out it isn't sustainable without abusing workers well.... then we all need to find new hobbies anyway.

There is nothing that we as players can do to change this other than stop buying big budget games. And if we do that the suits will probably just assume that nobody likes those any more and shift the devs over to freemium mobile games.

Avatar image for finaldasa
FinalDasa

3862

Forum Posts

9965

Wiki Points

0

Followers

Reviews: 9

User Lists: 16

Edited By FinalDasa

@hadoken said:

Hmm, I'm not displeased with the truncated form of the article. It vaguely points towards an interesting topic with a wave at the air towards personal action. but I feel like this should be 9 pages long and about 2 years ago. Sorry if that sounds dismissive or rude, but I want more meat.

It says this is one in a series of articles, so this is more like an introductory installment.

Avatar image for amyggen
AMyggen

7738

Forum Posts

7669

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

@hadoken said:

Hmm, I'm not displeased with the truncated form of the article. It vaguely points towards an interesting topic with a wave at the air towards personal action. but I feel like this should be 9 pages long and about 2 years ago. Sorry if that sounds dismissive or rude, but I want more meat.

It says this is one in a series of articles, so this is more like an introductory installment.

Avatar image for legalbagel
LegalBagel

1955

Forum Posts

1590

Wiki Points

0

Followers

Reviews: 7

User Lists: 7

Edited By LegalBagel

Very much looking forward to this. The primary thing I find appalling is not just the 70 hour+ crunches and terrible conditions, but that there appears to be no consequent benefits in terms of stability, salary, or benefits within the industry. It speaks to a larger problem in terms of planning and management that has to be addressed, in addition to the general lack of concern for the welfare of the employees. A well-run company shouldn't need people to work double overtime just to finish a project by the planned/extended deadline and shouldn't need to dump employees en masse as a result of a single setback.

I can work a ton of hours at my job and have very stressful times, but I also feel fairly compensated for my work and stable in my position. The fact that employees are worked to the bone and then still treated like they are replaceable and lucky to be there at all is what makes it all the more galling. Especially given the level of talent that is evident among those working in the positions.

And seconding the suggestion that it would be nice to hear about success stories. We hear about the terrible working conditions often, but it would be good to get reassurance that studios can be run better, with hopefully good returns on that treatment.

Avatar image for afro_stevens
Afro_Stevens

330

Forum Posts

539

Wiki Points

0

Followers

Reviews: 0

User Lists: 3

This is fantastic. I've always loved games, and the people that make them deserve the best.

Avatar image for austin_walker
austin_walker

568

Forum Posts

5245

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@amyggen said:

@hadoken: Seems like it's gonna be the start of a series of articles.

Yup! Nearly all of the guest writers we're bringing on will be sticking around and appearing at least once every month or two. For some, they'll write on disparate (or at least, distinct) topics, but for others, they'll be able to slowly build an increasingly detailed or nuanced argument. This is part of the great thing about the Giant Bomb community: We really are a community, and it's a community with (pardon the rhyme) continuity. That means that when Ian returns sometime in March to write more, that new article will be able to build on some of the ideas presented here, confident in the knowledge that the reader will have already seen this piece (or at least be interested enough to dig it up!)

Avatar image for onemanarmyy
Onemanarmyy

6406

Forum Posts

432

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

Edited By Onemanarmyy

This could be an interesting series. But since i don't comprehend the pace of this series yet it's hard to predict how it will turn out. Will we get a monthly new article by Ian? Will we see three articles from one contributor in a year? Does it depend on how Austin feels about the topic? Does it depend on how interested the readers are?

Avatar image for technicallyartistic
technicallyartistic

15

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I've worked in the games industry for a while this has increasingly been a frustration. Especially as I've gotten married and now have a kid. Staying till 1 A.M isn't realistic when you have a family any more. I've watched friends as their contract end just pick up and move to another state or another country for the next job. Which is maybe fine in your early 20's but not when you have a kid in school who has friends.

The wages are all over the place. Contract work is rampant and I've heard many stories where the recruiting agency is making more money than the person getting paid to do the work since the employer only knows what they pay the contract agency and the employee only knows what their agency pays them. And they put in more and more "safe guards" to try to encourage hieing people on full time rather than continue as permanent contractors. I can tell you first hand it doesn't open up any more full time positions. It mostly prevents them from being sued by people saying no, I've been here 5 years now, working in your facilities, with your equipment, I'm not a vendor, I'm a full time employee by definition. They just cycle people out like replaceable commodities.

It's fairly common to lay people off right at the end of the year as projects ship for Christmas, usually before Black Friday, right before the holidays, which is also a no-mans land time of year. No company is hieing during the holidays because projects are ending and everybody that is still there is taking vacation time so even if there was a position they can't schedule the interview. You are basically waiting two to four months waiting for the next year, people to get back in the office (The leads you need to talk to have often been crunching for the last two years so they have like a months of vacation time to use up or loose very often), new projects to start and new budgets to get set. It's entirely realistic to be unemployed for half a year until enough new projects start up at a time where there's a lot of people looking. Oh, and say like Microsofts policy of vendors can only work 18 months before having to take a 6 month break. Guess when that policy started? Around the end of the year for a ton of people. And while it hurts Microsoft in the short hunting for talent, in 6 months they suddenly have a lot of talented people competing for jobs when it's time to negotiate pay rates.

I love working on games but as I get older I am seriously contemplating trying to figure out another industry to go into to provide something more stable for my family. It's hard to plan anything. We go on vacation every other year or two because inevitably one year you are saving up all your PTO so you maybe have an extra pay check or two of time for when they end your contract. The longest I've ever been at a given studio at a time is less than 3 years, the least is a few months before the work was out. You burn through all your savings hunting for that next job and each year the idea of retiring some day gets scarier and scarier. You worry about how you are going to put your kids through school, or if you will have time to see them grow up when you actually do have a job to provide for them. You worry about what happens if somebody gets sick or injured because half the time you don't have health insurance, or can't afford the deductibles when you do. Even the times I've gotten a full time gig and think phew, I'm out of this contract cycle, inevitable the company folds or the division is cut because management changes or stock prices weren't good enough or whatever. There's no stability to it and love for games can only take you so far at a certain point in life. Hell I hardly play games any more because I spend most of my time making them or trying to learn the next new thing so I'm still employable and not a dinosaur in six months. I keep up with games by watching Giant Bomb quick looks. The games I play a year I could probably count on my hands at this point, including the ones I'm developing.

Now I wouldn't still be here if it wasn't great and there weren't great things about it. But something is very broken with this system where it seems to be in place to support stock holders more than the people making the games. We shouldn't be disposable commodities. But that's currently very much how workers in the game industry are treated. For every Will Wright or Cliff Bleszinski there's a 100 people tossed aside as soon as their part is done.

Avatar image for doombot13
doombot13

497

Forum Posts

61

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@giantlizardking: I think a problem with that is the developer can be replaced by someone younger, cheaper, and willing to work as many hours as possible to get into the industry. Video games inspire a lot of passion in people, but that same passion can lead to them accepting harsh conditions so that they can contribute to their favorite AAA franchise or company.

I don't know how true it is necessarily, but it's a thought that could cause a developer to pause before going to their employer about the situation. As bad as the job can be, being unemployed can be worse.

Avatar image for jordanxjordan
jordanxjordan

64

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I'm really looking forward to the light that this series will shed. It's an interesting topic that, as the article stares, I read about and promptly forget.

Avatar image for cagliostro88
Cagliostro88

1258

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I would like to know if the situation is the same outside of countries with the union "history" of the USA and the work culture of Japan. Does crunch and layoffs happen with the same rate there?

Also, "if you love games you should care about every person in the game industry": really?

Avatar image for giantlizardking
GiantLizardKing

1144

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

What I'm saying is let the replacing happen on your terms when you quit. I'm a dev and I'm happy. If I had a friend who was unhappy that would be my advice to them. Then it's the next person's problem when he or she comes in. It's not uncommon for young idealistic people to get chewed up and spit out. If you think games dev is a wasteland, take a look at LA and all the people there who wash out trying to make it into the entertainment industry. It's SUCKS but that's life.

@giantlizardking: I think a problem with that is the developer can be replaced by someone younger, cheaper, and willing to work as many hours as possible to get into the industry. Video games inspire a lot of passion in people, but that same passion can lead to them accepting harsh conditions so that they can contribute to their favorite AAA franchise or company.

I don't know how true it is necessarily, but it's a thought that could cause a developer to pause before going to their employer about the situation. As bad as the job can be, being unemployed can be worse.

Avatar image for pontoon_yacht
pontoon_yacht

148

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I'm sympathetic to the cause.

I'm in a union, and I try to be as active as I can up to the point of collective bargaining (A process I am glad my dues goes toward but seems grueling). I also work in an industry -- higher education -- where there's a lot of flack from the outside in two directions. One side tends to say "Yo being a professor is a cushy job, why do you need a union/why are you complaining?" The other side will hoot and holler about how teachers unions kill education and need to be banned.

Even from just some of the comments in these very forums on this piece, there are people saying that "Well it's not digging ditches so what's the complaint really?"

From everything I read, working in game development for larger companies kinda sucks, conditions wise. This column lays out the problems pretty well. And with SAG-AFTRA utilizing their power to move to strike, I think the answer for game development is clear -- they need an industry union.

They need clear collective bargaining structures to set industry terms of agreement on hours and conditions.

Not be the flag-waving fire-breather that I probably can be about this topic, but I really don't think it's going to change unless people who work in development unionize and use their own labor as a bargaining chip.

Until there's a union, there's never going to be equal weight for negotiating improvement.

Avatar image for ian_williams
ian_williams

33

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@joe_mccallister: That's my hope, that we end up doing a diverse look at what works, what doesn't, but also why. They why is super important. And where it's not working, I hope to look at some solutions to it.

Avatar image for jdp83
JDP83

328

Forum Posts

1

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By JDP83
@technicallyartistic said:

I've worked in the games industry for a while this has increasingly been a frustration. Especially as I've gotten married and now have a kid. Staying till 1 A.M isn't realistic when you have a family any more. I've watched friends as their contract end just pick up and move to another state or another country for the next job. Which is maybe fine in your early 20's but not when you have a kid in school who has friends...

...I love working on games but as I get older I am seriously contemplating trying to figure out another industry to go into to provide something more stable for my family.

This is what I have witnessed over time with every one of my friends and colleagues in the game industry. I have watched for years as anyone over 33 with a wife and family either quit the industry all together to go work for a medical software contractor, or a major telecommunications company, or just slaved on and ended up having problems at home either financially, or with their significant other in general due to being laid off over and over again along with elements like the sheer stress and time sink their work at a game company became for them.

I still have quite a few friends still in the industry who do well and work at a AAA studio, but every one of those isn't married and doesn't have kids.

The biggest problem actually for games, even if you discount people not being happy with the amount of turnover, the unpaid overtime, etc. is that this practice of making it impossible to keep any older adult with a family or a need to have more than 3 hours of sleep a night leads to a growing problem - namely an industry with a severe lack of what I like to refer to as "grizzled veterans" to help teach the latest crop of industry newcomers what they've learned in the trenches of real game development work. The guys who've been there a while often provide fast solutions to problems the newbies may have never seen or have a difficult time thinking of how to solve them. Having someone with years and years of game dev experience means not always having to start at square one when tackling many issues or worse - repeatedly making mistakes that were made years ago that the vets would otherwise speak up against and help avoid. Their experience is severely undervalued by the these companies who lay off and burn through these walking treasure troves of wisdom.

Avatar image for ian_williams
ian_williams

33

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@cagliostro88: Good question about the stuff outside the country! The problem is twofold. One, it's enormous enough an industry any more that you almost have to go region by region and tracking just US (and to a lesser extent UK) numbers is tough enough. Two, the numbers we do have aren't as robust as I'd like. Basically, you've got some good samples from the IGDA and the folks behind Gamasutra run some voluntary surveys out of GDC (I think) every year.

As an example of how tough it can be, I've written a bit about the for profit college industry and video games. Nothing major, just as part of an article. I called the Department of Education and it turns out the numbers on who has programs and what the graduation rates are are almost impossible to parse. Some schools end up lumping games in with general computing programs, some are distinct, some aren't required to give data, etc.

So the answer (roundabout as it is) is that, yes, that would be fascinating, that it might be tough to get what you want, that I may not be the guy to do it, but I also may end up being the guy, too!

Avatar image for giantlizardking
GiantLizardKing

1144

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@pontoon_yacht:Does the existence of a union preclude all individual bargaining? I personally would hate giving up my ability to do my own negotiating.

Avatar image for ian_williams
ian_williams

33

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@technicallyartistic: That sense of burnout is a really common thing. You're not alone. And the most important thing, I think, is to recognize that you're not alone in that. Solidarity.

Avatar image for kendoebi
kendoebi

24

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

As someone who works in the industry (on a large F2P game that's on Xbox and PS4 and does very well), I think alternative payment models are a godsend to developers like us. I rarely work more than 40 hours a week, if ever, and I can say the same for most everyone at our studio. This is 100% thanks to our persistent income stream of a F2P model and healthy, supportive community, which will allow us to keep supporting our game indefinitely (has only grown since launch). Almost everyone here who worked in the industry before here got burnt out, flipped between many companies year after year, and felt worn out, and the general consensus is that most people are having the time of their lives working in a supportive atmosphere for developers.

That being said, F2P is not for every game, and shouldn't be. But does that give execs and creatives the *right* to throw money into unsustainable team models in the year 2016 to make "the next big thing"? I don't think so. Unionizing is the wrong way to look at it. Of course, I'm biased due to being a nutjob libertarian, but I really think that for this industry, creativity in engaging the audience and figuring out new revenue streams is more beneficial than ever.

Current markets will weed out sustainable development models, and cull outdated ones. There are more jobs in this industry now than there ever have been, and as much as people complain about terrible mobile revenue models, DLC season passes, subscription services, and more, the reality is that each of those help keep game developer jobs competitive with similar positions. I can't think of anyone I know personally at my workplace that couldn't get a job offer pretty fast if they went beyond the scope of the games industry - developers are needed in a lot of places, really, really bad.

Gaming isn't the industry it was twenty years ago; it isn't the industry it was ten years ago; it wasn't the industry it was 5 years ago; it wasn't the industry it was last year. It evolves. Executives, team leads, directors, and presidents need to realize this fact and adjust models where needed.

Avatar image for suburbanpirate
suburbanpirate

96

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

This is something I've thought about multiple times in the past, but because nobody else seemed to talk about it I thought "I guess that's just how things are." Good to see that we may be initiating some change here at giantbomb.

Avatar image for masterofmetroid
masterofmetroid

22

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

Oh hell yes

This is the good shit, and i really really hope we can make something good come out of it. Keep on making Giant Bomb into the best video game website on the market.

Avatar image for earthen
Earthen

63

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Earthen

@austin_walker said:
@amyggen said:

@hadoken: Seems like it's gonna be the start of a series of articles.

Yup! Nearly all of the guest writers we're bringing on will be sticking around and appearing at least once every month or two. For some, they'll write on disparate (or at least, distinct) topics, but for others, they'll be able to slowly build an increasingly detailed or nuanced argument. This is part of the great thing about the Giant Bomb community: We really are a community, and it's a community with (pardon the rhyme) continuity. That means that when Ian returns sometime in March to write more, that new article will be able to build on some of the ideas presented here, confident in the knowledge that the reader will have already seen this piece (or at least be interested enough to dig it up!)

Dope.

@pontoon_yacht: I agree with that sentiment wholeheartedly. It seems like management is using labor as a bargaining chip of their own when they say "look at all the people who are just chomping at the bit to work here." They seem to be fostering the sort of environment where everyone is a potential threat, so there's no cohesive attempt to try and get conditions that any sane person would demand from their workplace.

Avatar image for r3dt1d3
r3dt1d3

300

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

As a CS student, I constantly get asked if I want to make games and I always reply with "I love playing games but I don't like the idea of making games enough to withstand the working conditions."

It would be wonderful to live in a world where I can even consider that career path without having to sacrifice so much.

Avatar image for pontoon_yacht
pontoon_yacht

148

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By pontoon_yacht

@giantlizardking: I am not sure how it happens in other professions, but for me, the CBA doesn't have specifics about something like starting salaries. That's because someone who teaches, say, surgery, is going to have a higher market value than someone like lil' ol' me teaching journalism.

When I was hired, I negotiated my salary and terms for my contract.

The CBA, though, has agreed terms for promotion -- like what is required to be promoted (So the university cannot pile on required items to keep people from being promoted) and if someone is promoted, the university must pay [X]% above existing contracted salary (To keep the university from saying 'look congrats on the promotion but you'll have to wait until next year for the raise').


Avatar image for ian_williams
ian_williams

33

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

A non-reply: I'm really excited to be doing this with GB. I am a new guy here, so hopefully I don't bigfoot a community tradition or anything; yell at me if I do. I'm excited, though. While I've not been part of the GB community, it's always been a site I've admired and had time for.

As perhaps a general statement as reply before I go pick up my daughter from school, I look at this column as one in which we can hopefully get to the root of some of the problems in the industry and maybe examine solutions. Which isn't the same as implementing them; that's something nobody can do from behind a column. But I want to get past just solemnly noting when the layoffs occur. So hopefully with this monthly-ish column we can get our toes wet.

Thanks for the warm welcome!

Avatar image for olivaw
Olivaw

1309

Forum Posts

6

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Olivaw

This sort of thing plagues Hollywood, too. The company that did the special effects for Life of Pi, for which they won an Oscar, was shuttered almost immediately afterward (largely because they were screwed by their studio's accounting).

As far as I can see, as much as people like to demonize it, unionization seems to be the only way forward to better, fairer working conditions in these sorts of tech industries. There's just no way around it.