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Guest Column: Defending Crunch Isn't Leadership

Guest contributor Ian Williams responds to the recently stoked debate about crunch in game development and calls on the IGDA to do more.

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80 hours a week.

That’s the benchmark that Alex St. John, co-creator of DirectX and founder of WildTangent, sets for productive game work in a rancid article in VentureBeat. 80 hours a week, he says. Don’t enter the games industry with a “wage-slave attitude.” Don’t you dare complain about it. Quit if you don’t like it. When I wrote my initial piece here at Giant Bomb about the state of working conditions in game development, some folks doubted that attitudes like this existed anymore. But here it is, and it reflects something a lot deeper than just the rantings of one man.

The article in question has been making wide rounds in circles who pay attention to the games industry, labor, or both. For good reason: St. John’s take is as extreme as it is real. Not content with the 60 hour crunch of the industry, he wants you to know that you’d better go in even harder. Though not so hard that you take games too seriously: He doesn’t want you “mailing in a 40-hour work week making video games”, with the emphasis (his, not mine) letting you know that, as much as he talks about suffering for games as art, you shouldn’t take video games too seriously. They’re not a real job, after all.

Though he’s somewhat obscure these days, St. John is not some small player in the industry. He was one of the first developers on DirectX, that ubiquitous graphics platform which contemporary PC gaming is built on. He later founded WildTangent, a studio which has found mild success at best, but which stuck around since 1998.

Alex St. John
Alex St. John

St. John’s biography is big, but central to his self-mythologizing seems to be that he burned out at Microsoft during DirectX development. One old profile of St. John says that he “would pass out at his keyboard and straggle into morning meetings with key marks on his face,” and that the burnout led to his “marriage disintegrating.” But St. John didn’t buck up and push on, he chose to get himself fired to survive. That’s not an isolated citation; he certainly finds it interesting enough to air his emails from the time on his blog.

One can imagine a version of St. John’s story that is triumphant. He was a rural Alaskan kid who worked hard to make an indelible stamp upon PC gaming, only to crash and burn to find his own way once he was independently wealthy. Imagine if he’d used his reflections on this journey to address that same burn out culture, instead of enshrining it. Instead, we have a man who has blogged his way down Bell Curve territory and given presentations about the desirability of “non-asperger’s technical women” for your team. And while his recent VentureBeat article ended up producing thoughtful responses (like this one from Rami Ismail), St. John only doubled down, following up with a screed about lazy millennials.

Though it might seem odd that a man would burn himself out working crunch and then insist crunch is the price of doing business in the games industry, the truth is that this only reflects a long entrenched ideology. Recall Mike Capps’ infamous remarks about Epic never hiring people who are unwilling to work 60+ hours a week. Those comments were made at an International Game Developers Association (IGDA) event back in 2008. The IGDA, for the uninitiated, is an organization which claims the mantle of improving developer work-life balance, among other things.

Mike Capps, former president of Epic Games. Capps is currently at Unity.
Mike Capps, former president of Epic Games. Capps is currently at Unity.

Lost in the noise of St. John’s article is that it was intended as a rebuttal to an interview VentureBeat conducted with Kate Edwards, head of the IGDA. The IGDA has long had the best surveys of developer work life in the world; I used them myself in an article for The Guardian. Besides the surveys, the IGDA occasionally issues a strongly worded blog post or press release when they feel the need to directly advocate for workers (as they did with Alison Rapp just a few weeks ago). But that’s where the organization’s activism ends, leaving the bulk of its efforts at improving the lot of games workers to panels and polite discussion.

I was curious if St. John himself had ever worked an IGDA event and, sure enough, he has, at a 2010 leadership conference. While the VentureBeat article is doubtlessly the most high profile St. John’s been since the old days, his views on crunch are hardly recent or something he’s been reticent to talk about. Which brings the question: Why does the IGDA, as an organization ostensibly devoted to the betterment of crunch, let people like St. John and Capps use their events as platforms for their special brand of “leadership”?

When I’ve called for more worker organization in the past, some plugged in readers have suggested that that IGDA already serves that purpose, and this is an example of why we need more. The division between labor advocacy groups that rely on discourse and those that focus on active organization is longer and more storied than I can cover on here, but press releases have never been enough. There is no roundtable or discussion panel which is going to convince St. John to back away from his position. There’s no accord to be reached with him. He is telling the IGDA, the workers of the industry, and the watching world exactly what he thinks of compromise: there is none and, if you think there is, he’ll weed you from his company by going “churn and burn.”

A slide from one of St. John's presentations. Grow cautious whenever someone starts ranting about what
A slide from one of St. John's presentations. Grow cautious whenever someone starts ranting about what "real" work looks like.

What’s more, the fact that crunch is still a problem is proof that there are plenty of more Alex St. Johns out there--they just aren’t as outspoken as him. They want art which you suffer for, your payment arriving in the form of a love which won’t feed you or pay your rent. The contours may be slightly different; maybe the St. John at one company only wants 60 hours a week, the St. John at another offers just pizza for your crunch hours, while yet another St. John pays really well but still seems to be a little too eager to crunch when it’s not necessary. My own St. Johns, at Funcom, were pretty fair, but botched production schedules eventually meant 6 and 7 day weeks with eventual layoffs for a big portion of our quality assurance team when Age of Conan flatlined. As I’ve said before: Work conditions often suffer for reasons beyond base cruelty, but they can still be addressed. And in case it isn’t clear, this is hardly a problem unique to game development. Many other industries face issues like poor work-life balance and high turnover rates, too. But we’re equipped to address (and invested in) games, so that’s where we’re focusing.

Kate Edwards, Executive Director of the International Game Developers Association.
Kate Edwards, Executive Director of the International Game Developers Association.

The problems the industry currently faces--the ones that Alex St. John holds up as virtues instead of faults--are problems, and they’re the sort that the IGDA either cannot or will not solve. They are not equipped or authorized to negotiate on behalf of workers, and when I asked their survey team about the potential for the IGDA to take a larger role in organization, they were quick to point out that they don’t intend to be a union. This leaves their desire to just talk things out until they get better all the more frustrating. They have infrastructure, membership, and interest, just not the final desire for confrontation which the St. Johns of the industry clearly do.

To her credit, Edwards notes in her VentureBeat interview that the IGDA aims to turn their survey data into a system which will be used to call out those companies who do not pay their crunch time workers. This is fine, but is a ways off and is the sort of thing which may well run afoul of certain NDAs. People are fired in other industries for speaking out about workplace issues of all sorts, from labor abuse to the sale of faulty products. There is nothing at all which says the same thing cannot happen in games; it may even be likely, given the lack of protections against reprisal the lack of a union brings. . It also continues the IGDA’s single-minded focus on discussion instead of action. Will major publishers change their tune if the IGDA calls them out? Or will they just weather the storm of criticism the way they have so often in the past. Edwards is, early in the article, more interested in reward than punishment; we’re left to wonder what rewards are so good that they outweigh the gains studio heads can make by working their employees to exhaustion.

According to the IGDA's most recent Developer Satisfaction Survey, 75% of QA workers feel like they need to work 60+ hour weeks in order to do their jobs.
According to the IGDA's most recent Developer Satisfaction Survey, 75% of QA workers feel like they need to work 60+ hour weeks in order to do their jobs.

The IGDA is ultimately not a worker’s organization. Its board always has studio heads on it. The aforementioned Capps was once on the IGDA’s board of directors, which is what made his statements so galling a nearly a decade ago. This is the crux of the IGDA’s problem: How can it truly serve the interests of workers when it has a crunch proponent on its board of directors and it won’t vet its conference presenters? The answer, of course, is that it can’t.

If Edwards wants to make the IGDA more forceful in its role as unofficial voice of industry workers, it’s well-past time for proponents of crunch to be denied a place at IGDA events. Every presenter and certainly every board member should be required to sign a pledge that they will not institute crunch time at their studios. The IGDA is under no obligation to give a platform to those who are opposed to its mission statement. If it truly thinks that crunch is a scourge of the industry as it claims, it must forcefully clarify that advocates for crunch have other places they may speak about their special brand of management. Though the IGDA can’t simply talk the industry into better behavior, I do think that if their voice is clear, strong, and unshakeable, they can help to build the sort of environment and culture necessary for game developers to organize and address our industry’s most pressing concerns.

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 this past episode of Giant Bomb Presents.

204 Comments

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randombattle

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Articles like this really can't pop up enough outside of purely industry centered places. Plenty of companies make good games without relying on the 60+ hour crunch during the project but most people don't care as long as the good games get released. Everyone from gamers to heads of the industry should be aware that the people who make games aren't robots who's sole life is whatever project they are working on. Lack of good project management is a huge issue that more people should really think about. Even people who do nothing but play the final product.

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alistercat

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I have a feeling that if I click on that lazy millennials rant I might be sick, so I'll have to pass.

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DTSKD

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Great article, crunch like that should almost never be a thing (understandable in rare circumstances but it should not be the norm), definitely stems from poor project management/planning.

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Zukzuk

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Edited By Zukzuk

As a programmer myself I have real mixed feelings about this. It's definitely possible to burn out when in 'the grasp of the project'. Especially having to juggle your own life (kids, wife with as good a career as yours, income, expenses, social life) with to enormous amounts of time spent busting out code. I feel like I couldn't do my job as well as I do it now without the late night excursions into crunch insanity, although I always found a way to balance it. It's a way of life I quess.

Coming from a lower wage background, having fought my way up the ladder I never had the feeling I was missing out on money. Programmers (medior on up) in the Netherlands are paid well. If you simply look at the monthly income. Start dividing it by the hours spent and your mileage may vary ;)

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Darth_Navster

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Excellent piece Ian. I was absolutely flabbergasted when that Alex St. John article came out and was even more astonished to see people support his insane ramblings. Do these people not see that these unreasonable demands on workers' time only drives away creative and talented minds from the industry? We're getting worse games by forcing the people making them to be miserable. It's a lose-lose all around and still people defend this crazy status quo.

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AMyggen

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Great article.

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Cuuniyevo

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Wow, that coding slide is amazing. Wow. o_o

This whole situation just leads me to believe more low-level developers need to put their foot down and stand up to their employers. I'd like to see what other executives have to say on the subject, and whether any of them would be willing to be proactive about working conditions. If they keep dragging their feet, unionization seems inevitable.

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hassun

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Interesting to get a bit of a background on this dude.

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slimepuppy

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Great write up and an important topic to discuss (not just the US, this is true in Europe as well).

I left the games industry 4 years ago and I haven't really looked back. I get paid more, have more job stability, work more regular hours and people aren't being exploited through their passion. As a bonus I can enjoy games as a hobby again and receive far less death threats from fans of my work.

I wish I could say I saw an improvement in the 8+ years I spent in the industry but it was only getting worse, especially in the testing side of things - I am still of the mind that the games industry is dangerously close to the film industry's unpaid runners and assistants who give up pay in lieu of 'experience' and a foot in the door in an industry that they love.

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Milkman

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I've seen this kind of anti-worker mentality from so many people that either work in the games industry and from people who just play games. I truly don't understand why this attitude is so prevalent in this industry in particular or why anyone would think something as absurd as an 80 hour work week (especially in an industry where wages for the average worker are typically pretty low) should ever be an accepted practice.

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caseman

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Edited By caseman

Overtime-exempt salaried workers are most definitely not limited to this industry, it's a rampant problem all over. My view on this is pretty much the same as Richard D. Wolf's, that it's simply the nature of the employer-employee relationship for exploitation to be pushed as far as possible. But that's probably a discussion bigger than an article on a website about video games. Wage slavery is a real thing, and his dissmissiveness of it is, to use a technical term, bullshit. There are a few other things that St. John brings up in both the article and other places that I have a lot of problems with:

This notion that gamedev is just "pushing a mouse around." The idea that the labor these workers are providing is somehow less valuable or less draining for the employee because it doesn't involve physically strenuous activities is insane. Sitting at a desk all day typing away on a computer is incredibly bad for your health. The skillsets required to be a good programmer, or developer, or QA tester go far beyond this incredibly reductionist attitude. It's frankly insulting to the people that have dedicated their lives to this pursuit. These are the very passionate people that St. John claims to want. You can't go to the local day labor office and ask for a dozen programmers capable of working on the brain-tormentingly complex engines that modern games are built on. Good QA doesn't grow on trees. These people are valuable and their labor is a rare commodity.

I also have a lot of problems with his idea that if you don't like it, quit and make games on your own in your Mom's basement. Other than the fact that most people don't have this option and to think so really shows how privileged and removed his viewpoint is from the world, games development is one of the most rewarding spaces for collaboration around. Also, people spend a lot of time and energy making games that fail horribly all the time. For every ConcernedApe, there are hundreds of others who spent just as much time with just as much passion creating something that simply didn't capture the imagination, or failed for any other number of reasons. People work in big companies so that even if games fail, they can continue to eat. Dave Lang talks all the time about how games are budgeted and sales are projected so that the hits can pay for the duds. You can't do that by yourself.

His constant insensitive talk about people on the Autism spectrum also really rubs me the wrong way. The dude really needs to get a clue.

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ian_williams

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@darth_navster: Thank you. St. John's article seemed particularly (shall we say) open about the philosophies here, but I don't think he's at all the only one. He's just willing to say it and even flaunt it. As is his right. Heck, I'd rather have it out in the open like that so people know where the lines are drawn.

But really, I don't want that to be the only takeaway. St. John's been pretty ably taken down more than one place. The main takeaway, if I have my druthers, is that the IGDA's members look at the fact that St. John was speaking at events as recently as 2010 (maybe more recently, but that's what I found) and they say, no, we don't need that here. I don't mean that in a censorious sort of way; St. John has a world to speak about how great crunch is. But the IGDA is not a neutral organization; it's an advocacy organization and, taking them at face value, there is no way that people who insist on crunch should be given platforms. I certainly wouldn't expect the Heritage Foundation to let me onto a panel on entrepreneurship and I don't really expect the IGDA should be doing the ideological flip of this.

So hopefully we get something constructive or at least a little clarity out of the IGDA on this issue.

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ian_williams

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Just as a heads up, I like swinging by here to chat with folks in the aftermath of an article, for at least a day or two after. I'm dealing with a ruptured eardrum which has me mostly on the couch due to vertigo (as well as a touch fuzzy headed, so I don't want to write inelegantly), so I'll be a little scarcer this time.

In other words, it's not you, it's me.

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mrchup0n

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Edited By mrchup0n

I'm a project manager (mostly focused on QA / test management) in technology consulting; many of my teams were outsourced from our off-shore units. It's not exactly games development, but I see similar threads. I've found that crunch is "unavoidable" when any or all of the following happen:

  • unrealistic client expectations
  • poor planning
  • poor implementation of build and delivery methodologies (you say you're Agile SCRUM... but are you really?)
  • expectations--whether they are realistic or not--that are much more heavily driven by stock ticker price and/or quarterly results and much less so by quality of deliverable
  • poor execution (and this is where I, and the leads who directly report to me, are responsible for plugging the gap--I like to think that we do a good job of minimizing this)
  • shit happens and we're ill-prepared (we always make it a point to add a percentage of planned time/effort to cover "shit happens" scenarios--e.g. budget 5 weeks for a one-month deliverable... unfortunately not everyone does, or understands why they should)

When tasked with managing a team that is veering into crunch because we're not given enough time or resources, or "shit happens" and our contingency budget still doesn't cover it, I always try to push back with worst-case acceptable scenarios; alternatives (shift-staggering); etc. Generally in my field folks are more understanding and we are able to find some kind of happy medium, or at least in the worst case scenario make up for it after the fact (you worked three weekends for crunch? please take a week and change off to relax with your family). These people are some of the most diligent folks--almost to the point of subservience--I have worked with, and I have to remind them that they can--and need to--speak up to me if they're feeling stretched and need to discuss alternatives. Reading St. John's ramblings, I find that it's not entirely surprising but it's so very disheartening. I'm glad Ian Williams continues to fight for this and Rami Ismail's response to St. John was fantastic.

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FinalDasa

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FinalDasa  Moderator

Having looked up more of St. John's writing, specifically that appalling powerpoint about recruiting, his original article makes much more sense. Despite being a talented dude, who also once burned out working so hard, he clearly isn't someone anyone should listen to. His views are hazardous.

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UncleThursday

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Edited By UncleThursday

The IGDA is more talk than action? Say it ain't so!

The IGDA has been useless since it's inception. It never does anything to help members, it just tried to position itself as looking good in situations; in order to get more new Indy devs to sign up.

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MikeLemmer

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@ian_williams: This reminds me of the Gran Turismo ad on the recent Demo Derby where they bragged about programmers showering & sleeping at the studio.

Do you think this attitude is related to the US's obsession with work ethic? It reminds me of the old claims that "Mr. X was a great worker because he never missed a day of work in his life!" Now I realize that meant he went to work while highly contagious and infected his co-workers thanks to his "work ethic". Japan also has a history of work obsession and being overworked-to-death. Do European game companies have similar attitudes about crunch and work hours?

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nickhead

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Continuing to learn much from this series. St. John's seems like a true asshole.

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TylerDurden4321

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Edited By TylerDurden4321

@mikelemmer: Same here. And it probably hasn't gotten much better at Polyphony (not a current photo, but newer than the demo derby footage):

No Caption Provided

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rjaylee

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goddammitraf

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Love this. End all exploiter propaganda bullshit

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cyberfunk

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I hate the fact that hundreds of gamers will talk endlessly about "butt censorship" in Overwatch, while stuff like this affecting the livelyhood of actual people who make games gets ignored.

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GiantLizardKing

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Great write up and an important topic to discuss (not just the US, this is true in Europe as well).

I left the games industry 4 years ago and I haven't really looked back. I get paid more, have more job stability, work more regular hours and people aren't being exploited through their passion. As a bonus I can enjoy games as a hobby again and receive far less death threats from fans of my work.

I wish I could say I saw an improvement in the 8+ years I spent in the industry but it was only getting worse, especially in the testing side of things - I am still of the mind that the games industry is dangerously close to the film industry's unpaid runners and assistants who give up pay in lieu of 'experience' and a foot in the door in an industry that they love.

This. If you are a developer in this economy and continue to work at a company that demands 80 hours a week you are a straight up sucker. Don't do that.

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rjaylee

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Edited By rjaylee

Having looked up more of St. John's writing, specifically that appalling powerpoint about recruiting, his original article makes much more sense. Despite being a talented dude, who also once burned out working so hard, he clearly isn't someone anyone should listen to. His views are hazardous.

I was 100% ready to read his response (http://www.alexstjohn.com/WP/2016/04/18/recruiting-giants-2/) in order to better understand his opinions and rebuttal in a modern context, but as soon as I read this from his opening paragraph...

Unfortunately since these recent posts are attracting a lot of young millennials to this site that haven’t been exposed to ideas like these before...

...I simply closed the tab and said nope, fuck that. Not worth my time, and clearly not worth giving any exposure to for any kind of opinion at all.

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soundlug

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Edited By soundlug

IGDA is pretty useless in general, dunno if is even close to be the "unoficial voice of VG workers" to be even plausible to them to become a Union.

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FinalDasa

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FinalDasa  Moderator

@heatdrive88: That's nothing compared to his other ideas and opinions. I'm all for listening to others and considering someone else's point of view. I think being open to how someone else thinks or considers an issue is very important. But his opinions are so rancid and disrespectful it's fine, in my opinion, to just ignore him.

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jakob187

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Excellent article. Jim Motherfucking Sterling, Son™ did a pretty fantastic video on the subject as well for The Jimquisition this week.

Seriously, fuck Alex St. John.

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weapongod30

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Edited By weapongod30

@alistercat: As someone who read St. John's initial post and also his followup post just now, don't. Save yourself the frustration and just don't read anything he's written. You already know the broad strokes of what he said in both of his articles, without even opening them up. Reading them just made me pretty angry. :\ Apparently not wanting to work 60+ hours a week, or wanting to get compensated fairly for such overtime, makes me a lazy millennial. Because fuck me we should all just be happy with making shit for money, and should be happy with the art we're making as compensation, right? As if happiness and love for your job ever helped to pay rent, or helped to keep the lights turned on, or helped you pay for food, or helped you pay for medical expenses, etc etc.

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l4wd0g

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soundlug

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@cyberfunk: I don't think that is fair given these are two concerns that are independiently important for two different groups (consumers and developers). Most people discussing in video game forums are enthusiasts not developers or people working in the industry.

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conmulligan

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Recall Mike Capps’ infamous remarks about Epic never hiring people who are unwilling to work 60+ hours a week. Those comments were made at an International Game Developers Association (IGDA) event back in 2008. The IGDA, for the uninitiated, is an organization which claims the mantle of improving developer work-life balance, among other things.

This is a really important point. It would be easy to dismiss St. John's ideas as just intentionally provocative absurdity if it weren't for the fact that many of them appear to be codified industry practice. If even the IGDA is unwilling or unable to push back on crunch, then how can anyone expect things to change?

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TaunT

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As programmer newly out of work trying to slowly break into game development, I have mixed feelings about this. Before I worked making educational games for mobile which was a full time gig that paid my bills fine while also working as a contract programmer on a game that I am not paid for. I am expected to give it part-time effort on a consistent basis but for no actual pay but "revenue share", which isn't worth too much when your current revenue is $0. So I was working 60-70 hours a week because I had an opportunity to get experience and I needed it bad.

One of the things that gets me the most about St. Johns presentation other than the Aspergers comments is a line that reads something like: "Anyone with a CS degree has a job". I have a CS degree and I don't know when this was true, but it sure as hell isn't anymore. Job listings for any game programming position require some heavy requirements beyond willing to work long hours. Entry level anything is far and few between, believe me I'm trying.

From my perspective if a St. John-like recruiter gave me an offer at any studio saying that I could at least pay my bills, have decent job security for maybe a whole year, but I would have to work insane crunch, I'd take it without a second thought. I don't want want to sound like I don't support other developers or I want to drag the industry down by supporting this system, but that an offer like that would be the best opportunity I could hope for right now. And it's still a pipedream to get that. If I could leverage a willingness to crunch hard as an advantage over my competition to make that possible, I would do it. Btw I am still doing the contract/volunteer work thing.

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robowitch

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I'm glad that, if nothing else, Alex St. John is at least pushing the issue and alerting people to the nature of video game production and the mindsets behind it. It isn't near far enough, of course.

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GiantLizardKing

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@l4wd0g said:

I don't know why they don't unionize. Hell, it's illegal to try and stop them from unionizing.

https://www.nlrb.gov/rights-we-protect/employerunion-rights-and-obligations They don't need the IGDA or their blessing. Unionize.

Who needs the hassle? Quit working for pricks, the market is full of great companies. Instead of paying dues to get what you want, I suggest working for an employer who doesn't require legal arm twisting to treat you like a human being. I've been in this industry about a decade and I've never felt the need to unionize. Any extra hours I agree to work are as voluntary as my agreeing to stay with that company. If I'm abused I go elsewhere.

I'm very thankful I've never had to deal with something like a union in this industry. I like unions conceptually but not for such white collar profession with such a robust labor market.

Devs have all the power. Just take it.

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Luck702

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This may be extremely naive of me to ask, but why don't companies just hire more programmers to ease the workload. How is crunch unavoidable???

Also, John St. John really needs to reign his brother in. It only took reading half of that 'millennial's are the lazy moochers of industry' blog to realize that the dude's a fucking tool.

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MikeLemmer

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@tylerdurden4321: In their defense, he could just be taking a catnap during a break. It's not as damning as, say, a sleeping bag or an electric shaver at work.

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rjaylee

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@finaldasa Maybe it's just my altruism and positivity speaking (on the internet? now way!), but that really rancid presentation was from a very long time ago, so I was hoping for a glimmer of introspection to why he felt that way then, contrasted to how he feels now. It's simply unfortunate that apparently he is still a total asshole.

Having worked inside of and alongside many IT teams, it is unfortunate that people with his kind of mentality still operate as such and often still hold a position of power among industries (even outside of video games), but those dinosaurs will not be around forever, and their crappy methodologies will go with them.

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chickdigger802

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lazy millenial if you live at your parents house past 18.

lazy millenial if you can't afford a house.

lazy millenial if you aren't married by 24.

lazy millenial if you ONLY work 40 hours a week.

Life sure is a bummer for us!

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NewHuman

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Who needs the hassle? Quit working for pricks, the market is full of great companies. Instead of paying dues to get what you want, I suggest working for an employer who doesn't require legal arm twisting to treat you like a human being. I've been in this industry about a decade and I've never felt the need to unionize. Any extra hours I agree to work are as voluntary as my agreeing to stay with that company. If I'm abused I go elsewhere.

I'm very thankful I've never had to deal with something like a union in this industry. I like unions conceptually but not for such white collar profession with such a robust labor market.

Devs have all the power. Just take it.

Having "needs to be able to switch companies easily" as a prerequisite isn't limiting to the diversity of a workforce at all.

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GiantLizardKing

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@luck702 said:

This may be extremely naive of me to ask, but why don't companies just hire more programmers to ease the workload. How is crunch unavoidable???

Adding more engineers to a project does not cause delivery time to decrease at a linear scale and some point slows the process down. There are only so many distinct pieces of a software product that can be worked on individually. If you add more contributes than you need they get in each others way and cause a lot of conflicts in the code base. This is a well known phenomenon to software developers and it is covered extensively in the book The Mythical Man-Month, considered by many to be required reading for anybody in the software development industry.

The way to avoid crunch is to have more realistic time lines and better project management. That's it. There are project management methodologies out there that lend themselves to a more rapid process that yields higher quality but for one, most of these companies probably already employ them, and for two, they aren't a cure-all. Some shit just takes a long time.

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thefncrow

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@luck702 said:

This may be extremely naive of me to ask, but why don't companies just hire more programmers to ease the workload. How is crunch unavoidable???

The easy one: hiring more developers is more expensive than overworking the ones you already have (because often those developers are in OT-exempt positions where they're not being compensated for the extra hours).

Additionally, hiring new people doesn't have the multiplicative effect you'd expect. If you have 3 developers and 18 man-months of coding work to be done (which would come out to 6 months of work by those 3 developers), you can't just say "I'll hire another 3 developers and we'll finish in 3 months instead!" New developers will take time to adjust to your company's technology and processes, and their hiring will not only result in some amount of non-productive work from the new employee, but the new employees will likely act as drains on the productivity of your existing employees.

It's a valid strategy if you're starting on a project so long as you understand that it's less effective than "twice as many people means it finishes twice as quickly", but it cannot be used to close a gap in a project that's already underway.

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Wwen

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It's not, but piss poor planning and all that.

I'm not a big fan of unions, well I'm neutral, but I think they sometimes get a pass when some are just as self-serving and corrupt as anything.

Game devs seem like they could use some sort of organizing though. I'd just do something else though. Life's too short. Then when people wanted to make games they'd have to convince you to work for them by treating you better. I kick myself for not asking for more money due to the drive I make to work, for the dev hardship I'd ask more than double.

St. John sounds like someone that has dunning kruger syndrome.

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Sil3n7

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@l4wd0g said:

I don't know why they don't unionize. Hell, it's illegal to try and stop them from unionizing.

https://www.nlrb.gov/rights-we-protect/employerunion-rights-and-obligations They don't need the IGDA or their blessing. Unionize.

Who needs the hassle? Quit working for pricks, the market is full of great companies. Instead of paying dues to get what you want, I suggest working for an employer who doesn't require legal arm twisting to treat you like a human being. I've been in this industry about a decade and I've never felt the need to unionize. Any extra hours I agree to work are as voluntary as my agreeing to stay with that company. If I'm abused I go elsewhere.

I'm very thankful I've never had to deal with something like a union in this industry. I like unions conceptually but not for such white collar profession with such a robust labor market.

Devs have all the power. Just take it.

You seem like you are advocating for personal accountability. That's not a very popular idea in these columns.

It's much more convenient to argue for ideal scenarios without having a financial stake in it.

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Levius

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I work at a company who make precision equipment for pretty much every major scientific establishment, including NASA, pretty every major university and government agencies. Our engineers pretty much work 9 to 5, maybe a couple hours overtime very occasionally. The fact you need to have to have this insane crunch culture for like something as, on the grand scheme of things, unimportant as video games seems fucking crazy.

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weapongod30

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@taunt said:

As programmer newly out of work trying to slowly break into game development, I have mixed feelings about this. Before I worked making educational games for mobile which was a full time gig that paid my bills fine while also working as a contract programmer on a game that I am not paid for. I am expected to give it part-time effort on a consistent basis but for no actual pay but "revenue share", which isn't worth too much when your current revenue is $0. So I was working 60-70 hours a week because I had an opportunity to get experience and I needed it bad.

One of the things that gets me the most about St. Johns presentation other than the Aspergers comments is a line that reads something like: "Anyone with a CS degree has a job". I have a CS degree and I don't know when this was true, but it sure as hell isn't anymore. Job listings for any game programming position require some heavy requirements beyond willing to work long hours. Entry level anything is far and few between, believe me I'm trying.

From my perspective if a St. John-like recruiter gave me an offer at any studio saying that I could at least pay my bills, have decent job security for maybe a whole year, but I would have to work insane crunch, I'd take it without a second thought. I don't want want to sound like I don't support other developers or I want to drag the industry down by supporting this system, but that an offer like that would be the best opportunity I could hope for right now. And it's still a pipedream to get that. If I could leverage a willingness to crunch hard as an advantage over my competition to make that possible, I would do it. Btw I am still doing the contract/volunteer work thing.

The problem many people are having with that is that it's even something you consider your "best opportunity" right now. Crunch will always exist in some form or another, because you can't just hire an army of people to come in for a week every time things get hairy at work (well you can, but it doesn't really make sense to do so for a number of reasons). So in that case it isn't a problem. The problem lies with people like St. John who *expect* you to be in crunch mode, all the time, putting in 60-80 weeks because you "love making games." That's nonsense. Especially so when he goes on to say that making games isn't real work, and says that you shouldn't bitch about it, because it's just how things work. Being compensated with "passion for making games" is only acceptable when landlords start accepting passion as a valid form of currency with which to pay rent.

Getting back to your last paragraph though, the problem is that this industry is so fucked up that you'd take that sort of job offer in a heartbeat. That's something that should be changed. No one should ever take a job requiring you to work 60+ hours a week just for job security and to get your foot in the door without a second thought. Your body of work should speak for itself, not your willingness to throw yourself into the meat grinder just to appeal to people like St. John. That's why it's so galling that someone like him is telling people like to just sit down and take it. No industry has ever achieved better working conditions by just accepting being bent over the table by their bosses. None. And he should know better, having gone through it himself. Though I guess his comment about a CS degree (or any degree, really) guaranteeing you a job kind of speaks to how out of touch he is. That probably hasn't been true since the 90's or early 2000's, when he broke into the industry.

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NewHuman

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Langly

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@luck702 said:

This may be extremely naive of me to ask, but why don't companies just hire more programmers to ease the workload. How is crunch unavoidable???

Also, John St. John really needs to reign his brother in. It only took reading half of that 'millennial's are the lazy moochers of industry' blog to realize that the dude's a fucking tool.

They just have terrible project management. You don't need to (usually) throw more people at the problem, you need to be realistic about your goals and experienced in your approach.

(the real answer being that companies exploit their workers because it's cheaper for them to do that than to properly manage a project)

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cyberfunk

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@soundlug: That's fair I suppose. I guess I wish more consumers were as passionate on the working conditions of the creators of the digital butts than the digital butts themselves. Also maybe if there was less crunch we wouldn't have games that were buggy at launch. So in a way these working conditions affect us, the consumers as well.