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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.

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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.

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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.

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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

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kieran_smith5

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I'm all ears!

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Bollard

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As someone whose future career path lies in this industry this will be a series I'll keep my eyes on!

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Hadoken

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I suppose that was my way of saying I'm looking forward to reading more. Thanks

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Psyael

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Edited By Psyael

Around me, the local industry is servicing tourists. When a new hotel comes online for those tourists, they hire more people than they need. Within a couple months, there's layoffs. I see games the same way. Hire people when you're putting a large project together, then shrink when you're done. I don't expect anybody expected EA to keep Bioware Austin at the staffing levels it was at when developing SWTOR.

People generally want companies to treat their employees well, it's why those anonymous letters about EA a decade ago got so much support. But the fact is that nobody is buying a game because of 80% of the people reflected in the credits. While I don't want a QA tester's family life ruined, at the same time I'm also not gravitating to certain games over others because a well-known QA tester is on that project the same way that I would with Will Wright or John Carmack or whatever. Production people just aren't as valuable in the industry as design people, for whatever reason. This is also how I feel about the argument the voice actors are making, they do fill an important role but their demands but their desire to be paid relative to the stature and success of the game suggests that voice acting is what gives stature and draws people to a game. While people don't like bad acting, I don't think Metal Gear was successful because of a "Kiefer Bump" either.

I think the way the industry really hurts people is just in being so spread out. Tech companies are generally based around northern California. Media conglomerates are typically in the northeast. Gaming companies are spread out from Seattle to Maryland to the center of Texas. While it would be nice to see one enclave of companies, I doubt that will happen. Part of it actually is because there's been so many mergers and acquisitions over the years, and the buyers keep their studios where they are so as to not force a relocation onto anyone. But as a result, the industry at large is as spread out as ever and losing a job usually means having to move anyway.

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Earthen

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@ian_williams: FUCK YOU YOU'RE NOT A REAL GAMER UNLESS YOU KNOW JEFF'S INSEAM! FUCK!

Nah just kidding welcome aboard amigo! I look forward to digging into some of the meat and potatoes of this topic with you.

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samcotts

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Great article.

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deactivated-5d1d502761653

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I think it's as much of a interesting as important read in order to rise awareness.

But I also have a hard time to see how my personal behavior can directly benefit the low-level employees (hope this is the proper term, English isn't my native language) and contribute to shape an overall healthier industry.

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kendoebi

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Also, controversion opinion (from a gamer and member of the industry):

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

I don't think I agree. At least to the extent Ian presents. True; gaming is a laaaarge industry, greater than film. But as a software engineer, many of us (including myself) have come from industries that make gaming look like a drop in a bucket. Finance, Telecommunications, Advertising, Cloud Services, Logistics, Security, Consulting, Enterprise Architecture, etc. Big names with big IPO's and influential on the scale that is a major player in the world economy.

Now, this is just for engineers. If the games industry disappeared overnight, they'd have stacked resumes that other industries would fight over (I realize this is just for developers - but developers in some way shape or form make up at least 2/3 of the teams I've been on, not counting hourly QA guys).

This fact is very, VERY powerful. VERRRRRY powerful. It's why perks are insane in the Bay Area/Seattle/NY, etc. It's why everyone makes fun of developers. But it's your bargaining chip. "I can leave at any time to probably get a better offer somewhere else." It's the fortunate problem that makes our position unique.

The kink in this reality is our subjective obsession with working on games. Which isn't a bad thing; I have it as much as the next guy in our industry. But by proxy that increases supply for these roles, and thus those malpractices can form (crunch, lowball wages, etc). But as long as we're willing to settle for these conditions and not say "screw it", pick up, and work 40 hour weeks at 150-200% of the salary in a different industry, there's little incentive to fix it.


Does artificially putting barriers for companies to prevent this practice fix this? Perhaps. But I wouldn't want to see our industry held back by bureaucracy, legalities, and other issues. I'll hope that more people involved can take hold of the bargaining power they have and not be afraid to leave when the conditions are bad. There's another position out there for you if you have talent; you just need to realize it's there.

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mrangryeyes

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Well said, looking forward to the series!

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nifboy

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Here's my take on the issue: Every year there's a pile of new graduates, entrants to the labor pool ready to throw themselves into the woodchipper for a shot at what's at the other side. This is not unique to the games industry. Big 4 Audit is the accounting equivalent to AAA game development; not a lot of people stay in it more than 5 years.

The difference is, I don't know how much the games industry has anything to offer to anyone looking to get out of the woodchipper, so most of the experience leaves for other industries.

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bigmess

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Edited By bigmess

Great article, looking forward to more in this series!

Peter Molyneux recently talked to David Wolinsky of nodontdie.com, briefly on the subject of business practices, such as crunch time, needing improvement in the games industry.

Molyneux, an advocate for crunch, sees it as a catalyst for a team's best work saying, "when they're faced with the impossible... they often bring their best foot forward and that's what you need."

As an artist whose best work has been a byproduct of procrastination and self-imposed "crunch" I can relate to this sentiment. But when dealing with a team with lives and families, there has to be a better way, right?

Here's the Don't Die article if anyone is interested: http://www.nodontdie.com/peter-molyneux-2/

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JustUnfriendly

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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.

This. I get jealous of people with more normal jobs that get off work and get to play games in the evenings and on weekends. More often then not when I get home I spend that time working on my portfolio/skills and just watching other people play games. Just doing modeling at work isn't good enough. I need to have pieces that show I know substance, zbrush, or whatever new thing is coming along.

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pontoon_yacht

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@bigmess: I think (the major part of) the issue is the lack of fair compensation for crunch. Crunch time may be a reality for the industry, but paying people an overtime wage for overtime worked needs to be the standard.

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Edited By benjo_t

I still recall the horrendous working conditions imposed on the hundreds of staff at Team Bondi while they were developing L.A. Noire - a game I subsequently will not play and cannot ever support by buying. At some point the industry has to stop exploiting its most passionate contributors.

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Hamborgini

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I spent most of college thinking I was going to get a job in the games industry. That never happened, and articles like this make me glad I ended up with something more mundane.

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Grimluck343

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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.

I feel like this already happens, it's just that there are always some fresh out of school developers so excited to work in games that they don't care about the crazy hours and unpaid overtime, they just want to be in the industry. I wonder if IGDA releases hiring statistics that back that idea up?

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Novis

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I 100% agree that something has to change. But the ones to make that change isn't the audience (not yet at least) but the people making the show. The people on the lines, making these games, need to rally together to say that this is not okay. Most of the people playing games don't even KNOW about crunch. We are not the ones to save these people and there is no one going to do that. You have to be willing to help yourself. Once they start the ball rolling, then others can join into the fight.

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mayor_mccheese

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I honestly thought working conditions were better these days. I remember how horrid they were in the 90's when I was researching the industry and shit from EA's sweatshops were beginning to surface.

This was a good read.

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GiantLizardKing

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Edited By GiantLizardKing

@giantlizardking said:

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.

I feel like this already happens, it's just that there are always some fresh out of school developers so excited to work in games that they don't care about the crazy hours and unpaid overtime, they just want to be in the industry. I wonder if IGDA releases hiring statistics that back that idea up?

And if that is in fact the case what problem do we actually hope to solve? Wouldn't that be the problem working itself out?

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bigmess

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@pontoon_yacht: Definitely. And with as many residual bonuses that seem to go around top-level employees and CEOs based on sales, you would think crunch pay would be a no-brainier.

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chickdigger802

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It's a decision everyone that does a CS major come to (let's face it, all CS majors play video games!) at some point. Do you want to work in video games or not?

I chose to work a 9-5 job with similar pay for half the hours, which give me time to actually play games (which is still tough to get time on the weekdays).

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conmulligan

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Thanks, Ian; this is really good stuff. Welcome to the site!

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liquiddragon

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Great piece

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Maluvin

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Good article, tough problem.

As others have pointed out I'd like to know more about working and wage conditions in other countries as well as what social institutions are in place in those countries. Relocation is a huge deal in the US because you have things like health coverage to worry about and social services can be a real nightmare to utilize due to the built-in obstacles meant to discourage perceived (or exaggerated) abuse. Like I look at the Witcher 3 and wonder if that's a game that could be made in the US given the economic environment here. I don't know the answer because I have no idea what services or institutions exist over there.

As players I also think we need to have a hard discussion about pricing when it comes to games. Steam sales and mobile market pricing practices have created a very particular set of expectations among gamers about what is a fair price for a game. Both AAA, indie, and every tier between seems to have to play this game where they HAVE to count on massive sales numbers to make up the difference in reduced price. Creators and distributors feel pressure to devalue the work from the get go for reasons that don't necessarily reflect the time and effort that went into development and it all happens in a way that's opaque to just about everyone as far as I can tell.

Obviously if prices stay high then people will buy less games (or just pirate). I'm not sure whether this is inherently good or bad. In theory I want as many people making as many types of games as possible but if the total pie is size X (with reasonable expectations of why it's that size at a particular time) and there are so many people reaching for a slice when do we reach the point where we're comfortable positing that there can only be so many servings available to make the portion size worth it? Maybe that means that a game that I really like but has limited appeal doesn't get made. Maybe it means that amazing looking game I really like is much shorter or is less full featured.

I don't think any of this by itself leads to better conditions but I do wonder if it's morally better to have a smaller industry that pays its workers better than to have a more diverse industry that lands so many people in a really tough spot in terms of well-being.

As a player I'd love to hear devs and former devs talk explicitly about why they stay or go and how realistic they feel their expectations are.

It's tough because there are so many dimensions to these games and tension between the artistic endeavors, the business management, and the player expectation.

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holyxion

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Edited By holyxion

Ugh, the title of this article is just so immediately off-putting. It's doubly unoriginal, not only adhering to the clickbait "it's time to talk about X" formula, but also echoing "we need to have a conversation about X;" just the most bottom-of-the-barrel desperate plea for attention, undermining the supposition that this article isn't just rehashing the same old points without any real impetus for widespread journalistic change.

The article itself was fairly well-done, though.

One point of context for game maker's hours is that it's kind of more noticeable now to bourgeoisie westerners because it's not part of the (somewhat better coordinate) Japanese tech industry.

Games face unique challenges of development, such that almost perfect coordination between every involved discipline is necessary to create a game that even functions, let alone the convergence of personal talent necessary to expand the form.

The simplest way to achieve large-scale cooperation is to go for totalitarianism, but more abstractly, unity of being among the team. Until it is possible to reduce totalitarianism without reducing unity of being, these conditions will continue. I'm not convinced unionization and worker protections preserve this unity.

A better system may be to have a large number of creative development studios acting as individuals to provide creative input into a more effectively unionized "non-creative" sector, with the creative studios being put into limited constraints with how they can dictate the time of the non-creatives. But i don't know.

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dennistm

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Edited By dennistm

These extra hours also apply downward pressure on wages for these people as well. If a company actually had to staff up to the point where all people were doing 40 hour weeks it sounds (at least according to the numbers above) like there is double the demand for these skills. Every free hour given is actually far more valuable than the person's actual working hours because it keeps the cost of your cubicle mates wages lower as well. For this reason, the "united pixel workers" approach is really the best solution. Any single person cannot overcome the deluge of free labor that powers this industry.

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shodan2020

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I'd gladly work for shit pay making shit I don't like for bored monied workers any day of the week.

This is probably the saddest statement I've ever read. You should value your time, effort, and yourself more.

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Ryuku_Ryosake

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This is an interesting topic. I would like to see comparisons to other industries. I feel like these terrible business practices are pretty much becoming standard in all industries. It just these practices have been adopted earlier and are more amplified for games for three reasons.

1. It's an entertainment industry. Entertainment has always been the most volatile market possible by its very nature as creative products for mass consumption. Thus the best for the bottom line practices have always determined success. Wrestling is the perfect example for showing how entertainment rewards the shittiest working conditions possible.

2. It's a 'sexy' job. This also ties in with the above as entertainment jobs have always been sexy. These are the jobs you grew up wanting to have or have the air of glamour about them hammered into you since you were young. This always generates an excess supply of willing workers. Ask anyone trying to be a surgeon who would laugh at those 'crunch' hours and laugh because those are their everyday hours and they are getting paid much less. Until what they hit like the last 15 years of their career. That Amazon horror story about the working conditions there from some month back. New tech in general seems to have a lot of these problems.

3. Video games is just about the most man hour intensive field around. This is pretty much unique to games themselves but it makes all these other issues worse. Games just take a lot of damn work and usually an unpredictable amount of work. So in those case you either ask more from your work force or expand it. Let's also not forget the pressures of marketing forcing firm dates on these things.

Even without these things these trends are making their way into the rest of business. The main issue here is businesses no longer have loyalty to their employees. Economics has just panned out in away that shows there is no revenue incentive to investing in your work force anymore. There's no reason to keep someone on for more than 5 years anymore. The efficiency gains of a skilled experienced worker are out weighed by giving them raises and increased benefits to stay on. You can just hire a new person and train them and let go the old guy and at least on paper you'll be keeping labor costs down which must mean a net gain overall.

Which brings me to my final point the plague of locusts that are us, the millenials. We have been trained specifically for this economy. I have not met a single other person in my age group (current and post college) who ever expects to work at any company for longer than 5 years. Most of us even accept that we probably won't even live in the same city for that long either. We'll either have to move to find a job or move for our job. The "entitled' millenials expect nothing from our employers and expect to give anything to our work. Most of us are coming out of college with a crippling amount of debt to make us as desperate as possible. Financial stability seems more like a myth than something obtainable. As far as having a family is concerned most of us just accept that that's not in the cards. Give us a decade or two on the current path and I bet we have a birth rate crisis rivaling Japan.

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Grimluck343

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Edited By Grimluck343

@giantlizardking: I think the issue is the idea that the longer someone works in a field the better/more knowledgeable they become. Instead in the video game industry all of our "best and brightest" are burnt out husks before they develop to their full potential. Or at least that's the bit I got from the article mentioning Kojima/Levine.

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kendoebi

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Edited By kendoebi
@holyxion said:

A better system may be to have a large number of creative development studios acting as individuals to provide creative input into a more effectively unionized "non-creative" sector

This is an interesting idea. What would work out well, I think, is if major companies themselves formed an unofficial organization that agrees to hold themselves to basic standards for employees. Back when I worked in advertising, I learned that lots of the big online advertisers are part of organizations like this to dictate standards regarding PII (personal identifying information) to make sure that we had a baseline for what was off limits for storing and holding certain types of identifying info. We then had organized audits of practices and meetups to discuss these practices and standards that benefits everyone involved.

It would be nice for EA, Activision, and some others to band together and set a baseline standards for working conditions in the biggest studios in the world, which would have a trickle down effect for smaller studios attempting to compete with work environments of larger studios.

Idealistic, but interesting nonetheless.

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Grimluck343

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@dennistm said:

These extra hours also apply downward pressure on wages for these people as well. If a company actually had to staff up to the point where all people were doing 40 hour weeks it sounds (at least according to the numbers above) like there is double the demand for these skills. Every free hour given is actually far more valuable than the person's actual working hours because it keeps the cost of your cubicle mates wages lower as well. For this reason, the "united pixel workers" approach is really the best solution. Any single person cannot overcome the deluge of free labor that powers this industry.

I think the problem, and this isn't unique to video games, is that there isn't actually a double demand for the entirety of the project, just for the last sprint (say, the last three months before ship). So you would really have twice the amount of staff you need except for a small window.

It makes me think that this is why contracting work has gotten so big recently and why video game credits have like a dozen companies listed, because instead of increasing staffing for a few months then laying all of those people off, they contract some other company to do short term work.

This is all anecdotal observations and connecting some dots, I'm sure the author would know much more.

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Edited By Klarion18

@austin_walker: Community with Continuity. Sounds like that hot social hip hop group from the 90s.

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MudMan

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Before I drop my hat in this ring I want somebody to say what "our" industry means.

Because... yeah, that's not too clear. Does that mean "the American industry"? Because the SAG strike is very much an American thing in an industry that is specifically American. Not so for the rest of gaming, which is VERY globalized in a way actors are not (because, you know, accents).

I'm not even disagreeing with the underlying point, just maybe highlighting that if we're gonna rally behind THAT particular dangling sword maybe we should be aware of the ways it doesn't translate to the guys on the trenches. At all.

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Slag

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I'm looking forward to more articles in this series! IMO this is the single underlying issue that is at the heart about every ill that plagues the game industry.

As much shit as f2p business model gets understandably (and even DLC/season passes for AAA games), the one big positive I see to it is a more consistent revenue stream for companies as opposed to the sudden explosion of 90% of your cash in one week and then 3-5 years of cash burn. The hit driven nature of the typical of single player games has to be a constant nightmare of stress on accounting. One innocuous screwup and you are finished.

With a consistent revenue stream it's easier to provide job stability, which can hopefully lead to better workplace environments. If you are not constantly worried about the survive-ability of your company you can focus on things like workforce retention,which hopefully lead to better workplace conditions, longer careers, a more diverse workforce and undoubtedly better games.

Same thing probably goes for Games Journalism as well. There's a definite reason why GB, the only one GJ site with a robust subscription base providing a non-ad dependent revenue stream, is still around and Gametrailers among others are not.

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VargasPrime

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Great intro to what I hope is a long-running and productive series here, Ian. I really look forward to seeing a more in-depth look at work conditions in the industry, with the input of developers that actually have a real stake in the state of things.

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GERALTITUDE

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Alright now this is some good shit.

Much love to the other guest writers but man you could just feel the fire on those keys.

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Shaanyboi

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I work as an artist in TV animation, and we too aren't unionized. And depending on your job, these ludicrous hours can be just as common. Any complaints are dismissed with the same "oh well your job must be so much fun! What do you have to complain about?" As if pressure about deadlines, the multiple all-nighters per week, the complete lack of job security etc. supposedly don't exist.

Thank you, Ian, for writing about this topic.

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Cronstintein

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Yes, unionization is the key recourse here. This is a BIG problem for the industry, scaring away many potential game programmers like myself.

The indie scene is an interesting pressure release valve that has developed by freer access to dev tools and, I believe, the desire to avoid being ground to dust by a big dev studio.

Good choice for an article, Ian, we need to keep pointing light at this issue until conditions dramatically improve for the creatives who are working so hard for our entertainment.

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Bunny_Fire

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O FFS games industry workers make a goddamn union and use that combined power to leverage yourselfs better working conditions.

if you're just going to go it alone and complain about this and that all that will happen is you will just be doing that forever. And nothing will change.

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sanderjk

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The problem is that the big companies have essentially developed a model that is based on a glut of college graduates that are willing to accept these working conditions because they want to work in the industry, or don't know any better.

As long as this large pool of 22 year olds exists that they can cycle in for anyone that is 27 and tired of this shit, putting pressure on the industry is exceedingly hard.

As games get larger each individual addition gets more narrow, and more easy to train a new guy for. If your entire work is making car textures as part of 1/500 people on the credits you don't need as much industry experience as a game where 5 people do all of the work.

In general the USA could use a real wake up call on labor conditions and what should be the standard of living if you live in the richest country on earth. But that's an even larger fight. And I don't see it coming out of the software industry soon, engineers, including software engineers, famously skew libertarian in a way that makes collective action unlikely. Even though it is uniquely positioned to fight this fight, because exporting much of the work to China has been tried and pretty much failed.

I am wondering if there are comparative stories about Ubisoft, the one company that mostly has to deal with Canadian labor law. I would like to hear about someone who worked for a US AAA and Ubisoft both.

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ildon

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Ha. I saw the title, and immediately thought "Austin got Ian to write an article, didn't he?"

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Forderz

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@pontoon_yacht: in my profession (construction electrician), we have mandated pay rates for various levels of apprentices and journeymen, along with a robust provincial education system that is tied directly to employment.

I pay zero dollars for my education, and all my books are provided by the union. Certain hundreds of hours of work are required for each level of education. After your three months of college, you're back on the workforce with a new, higher pay rate.

As soon as you go over 40 hours a week, or work on a holiday, your pay increases by 50%. Go over 50 hours and your pay is doubled for every hour.

Of course, not every shop is unionised. Because the majority of the workforce is unionised, even those in private jobs enjoy most of the same benefits we do.

Our pay rates automatically scale with inflation, and the current yearly pay, with no overtime for a journeyman, is around 80k

I'm also seeing some talk around here of game development being a better job than Walmart or McDonald's. This is true, but saying that others have it worse is a failed argument from the start, as those same wage slaves have better lives than Malaysian factory workers or Indonesian garbage pickers. That sort of talk encourages a race to the bottom, which is the opposite of what we all want and deserve.

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monkeyking1969

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As weird as it may be the game industry needs a John Carmack, a Will Wright, or a Brenda Romero to take their name, their influence to get behind Unionization. Someone that people listen to needs to have plan and start the ball rolling...and that 'someone' need enough clout that EA, Activisiom, Take2, or Ubisoft can't smear them without push back.

Part of the Unionization platform needs to be decent wages; but also caps for work weeks, vacation time, and YES some sort of pink slip protection. Not protection from being fired when you as an employee fucks, but protection from being fired when your boss's boss fucks up.

But that's just what I think. I look forward to seeing more from you Ian Williams! Nice write up, and I look forward to more.

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vsharres

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awesome read!

ian_williams I have a question. Is this labor issue with the gaming industry specific to the American developers, or is that a global trend? does European and Asian developers have similar practices?

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cikame

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Maybe if the millions spent on marketing was used to support the company, more companies wouldn't go bankrupt.

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pickassoreborn

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I used to be part of the industry but since I quit and got a proper(ish) job, it feels like a breath of fresh air. No crunch. No egos. A great deal of respect and trust. In my previous 16 years as a game dev, I experienced three distinctive stages -

  • Stage one is the introduction to the industry - the enthusiastic greens who would work late nights and weekends without any complaints just as long as there's free food and Red Bull. Management types *love* this and are eager to exploit that raw energy.
  • Stage two is the even keel - the experience behind you but in a good place. Enjoying the work and accepting that crunch is a thing and adapting to it. You'll have grown friendships with game devs who equally feel the same way, so you feel more like you're part of something bigger.
  • Stage three is the horrible realisation that you're in a managerial position and can't affect a change to the practices of the past because the dinosaurs are still a part of the industry and still doing the same shit they've been doing for years. Rocking the boat is not an option, especially if said dinosaurs are on that boat. At this point, you either start your own indie studio or get kicked out of the company for rocking the boat.

The thing that gets me the most is the crunch and the amount of work that gets thrown out the door. That's the result of shit management - plain and simple. I can count the number of truly great producers I've worked with on one hand. The rest are chancers getting jobs through contacts and favours and perhaps that's the reason we have broken games getting kicked out the doors of the larger studios these days. Incompetence. When that incompetence affects you directly - affects your quality of life, health and relationship - that's when a change of role is an enlightened decision.

Sad fact is that there's a constant supply of young hopefuls wanting to get into the industry and will be continuously exploited. I don't think unions are even an option based on the nature of the business and the nature of those old dinosaurs still plodding about with not a single inclination to change their ways.

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2 Things:

1. Everything is relative. Should we care more about people that put in 70 hours a week to make a video game than people who put in 70 hours in a warehouse doing physical labor? Being over-worked is being over-worked regardless of the task. This country is full of people who are over-worked.

2. It is interesting to me that the author neglected to mention salary numbers. If one is making 70k or more, it's hard for me (and many others I would wager) to have sympathy for their situation. I only feel that way because I know people who work a lot harder, literally running themselves physically ragged, for a lot less.

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ShadowSwordmaster

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Loving these columns.

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robowitch

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Thanks for the article, I'm interested to hear more about this. Between this and the podcast, I'm hopeful that Ian will have some great material to share about where video game production is at, along with potentially some 'answers'? Of course, just being able to say 'this is how things are (at least for these developers, in this region)' is valuable in itself.

I'm also interested to hear about, like, if the situation is beginning to shift at all. Like, there's an explanation for why unionisation in the workforce hasn't happened yet (because its super hard for a bunch of reasons). Not that I'm expecting it to, necessarily, but...

(P.S. Shout-out to all the devs in the comments talking about their own experiences with things like 'crunch', thank you all for sharing your experiences.)

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deactivated-61356eb4a76c8

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This is the kind of thing I want to see from this guest contributor thing. Thank you @austin_walker for bringing this to the site and especially thanks to Ian for doing this.