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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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WeFightForever

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The employees have to take a stand for themselves. If people are willing to work under these conditions, and the corporations see it as the best way to operate (which clearly they have) then that is the way things will continue to operate. The thing is, a strike isnt always a good option. The issue with strikes is that people dont get to decide for themselves if they want to participate. People have families they need to take care of, and working under these conditions is better than not being able to pay the bills. Its a complicated situation. But we, as consumers, have no power to influence things. The only thing we could do is boycott particularly bad companies, but that would only lead to even more lay offs, as the companies wouldnt be selling enough games to pay their people.

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MikeLemmer

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Edited By MikeLemmer

@fenix840: The biggest problem for us here is that the people working themselves ragged in the gaming industry could easily make much more, for less hours & more security, using the same skills in straight tech industries. That could lead to a mass talent drain from gaming.

Also, arguing we should have no sympathy for them because "there's others who work a lot harder for a lot less" is a step away from arguing we shouldn't do anything to help people whose standard-of-living is above sweatshop workers in China. Just because you make $50k a year doesn't mean you can't be exploited, and "they make more money than me" is a bad excuse for ignoring it.

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technicallyartistic

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@sickthrads: I think people do feel lucky but that's part of the problem. It's not a dumb job that anybody can do. It takes four to six years of usually very expensive school to learn how to do this. And usually when you get out of school you still aren't employable because you don't have experience. So you will take whatever you can get, which might seem like a livable wage, but only if somebody paid your tuition to you and you don't have student loans and you've been lucky/smart enough to not have kids yet. You have to bust your ass to get there, bust your ass to stay in there and also just be very lucky along the way by being the right right places and knowing the right people at the right times. And in the end it's like the Logan Run of job professions where there's a good chance you get to a certain age and all that hard work is worth nothing because you can't afford to live on those types of wages any more and your body just can't handle crunching that long every day. Especially as you get older and have more medical needs or have to think about the future of what life looks like when you retire. But you tell yourself you're lucky to have what you have and you'll get chewed up again and again and somebody is likely going to make a good profit off of you until one day you realize you've been training your replacement.

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technicallyartistic

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deactivated-5b1b0a3fa1333

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Article: Guest Column: We Need to Have a Conversation about When It's Time to Talk About Unpacking and Exploring Whether Exploitative Hiring Practices Are Good, You Guys (Turns Out? They're Not Cool At All, In Case You Weren't Aware)

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technicallyartistic

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@olivaw: Part of me wants to think that but the other part of me understands the business side of it. Its the same thing you are seeing in the film industry. It's not a service industry where you need to be somewhere to produce that thing. Your not making some un-shipable good like building roads or buildings. Games can be made any where in the world. It'd take the whole US industry to unionize to get it better in the States. But that doesn't stop companies from moving to Canada or China or India or Brazil or wherever. They do it all the time for Tax incentives already. Usually incentives the publisher receives but never actually goes to the developers. You see this happen all the time in film. They'll just shutter a studio in one area and tell everybody you can pay to move over here where we are opening up the studio if you want to transfer, or best of luck to you. Their profits will be better and they have no responsibility to those people.

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Blister

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Edited By Blister

Say it with me now, "Unionization", unfortunately the workers in the games industry seem dismissive of the idea from what I've seen

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rusalkagirl

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@fenix840: Making ~70k for working 70 hours a week isn't *that* much, especially when you consider the emotional toll on a person (and how much they will have to spend on therapy afterward haha). Particularly if you are living in a place like California or New York where the cost of living is humungous.

I don't think he is arguing that we should care more or less about people who do physically-taxing jobs versus psychologically-taxing jobs, but because the article is for a video game website, the focus is on jobs in this industry. And like you said, everyone is overworked. So, shouldn't we advocate for nobody being overworked and exploited by their employers? It isn't a game of who has it worse, both are equally as important. One's experience does not invalidate the other.

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rjaylee

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Edited By rjaylee

@fenix840 said:

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.

While you're not wrong that there are other industries and multiple modes of employment around the world in which this is a problem (at varying degrees of intensity and difficulty), I can't help but think of this:

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Imagine that you're sitting down to dinner with your family, and while everyone else gets a serving of the meal, you don't get any. So you say "I should get my fair share." And as a direct response to this, your dad corrects you, saying, "everyone should get their fair share." Now, that's a wonderful sentiment -- indeed, everyone should, and that was kinda your point in the first place: that you should be a part of everyone, and you should get your fair share also. However, dad's smart-ass comment just dismissed you and didn't solve the problem that you still haven't gotten any!

The problem is that the statement "I should get my fair share" had an implicit "too" at the end: "I should get my fair share, too, just like everyone else." But your dad's response treated your statement as though you meant "only I should get my fair share", which clearly was not your intention. As a result, his statement that "everyone should get their fair share," while true, only served to ignore the problem you were trying to point out.

https://np.reddit.com/r/explainlikeimfive/comments/3du1qm/eli5_why_is_it_so_controversial_when_someone_says/ct8pei1

It's not about caring "more" or "less" with exclusivity. It's about caring about other things "too".

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Kidavenger

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The working conditions you are willing to put up with are directly related to how much you are being paid.

It's all fine to complain about conditions, but don't dare claim that they aren't being fairly compensated for it.

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soimadeanaccount

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Wages, hours, labor issues are not exclusive to the gaming industry. I mean...this is a very very deep and dark hole that touches upon social, economic, dare I say even political issues that plague the entire world. As much as I would like devs getting the compensation that they deserve just championing one corner of the work force of nations just feels...off. And to be honest maybe it is the media that I surround myself with I feel like the voices against questionable labor practices are already the loudest among even the service, retail, and other more traditional industry especially when considering their relative size.

Then again I do tend to view this industry as one that response very fast to changes, so it would be interesting to see how the industry is going to tackle this issue.

Also union is...rather complicated really, there are countless stories of it screwing over the lowest workers as well. Plus if you want to talk about skill labor look for stories regarding doctors and lawyers being in massive debt while earning not nearly enough as you would expect or even find suitable employment...then again maybe you shouldn't it is all very depressing.

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party_hats

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Edited By party_hats

Great article. Excited to see where this series goes. Cool to read something that not just focuses on how shitty working conditions can be for workers in the industry (like the article mentioned, we've read the articles), but what kind of action is needed to be taken to actually improve these conditions. Thanks for getting this guest contributor thing off the ground @austin_walker

I've seen a number of comments questioning whether we should be more concerned about crap labor conditions in the video games industry compared to other industries that are potentially more exploitative. I don't think this article or anyone who believes something needs to be done about the fact that video game workers are often forced to work 70 hour work weeks, often times sleeping in their office and not seeing their family during crunch time or having to stress about being laid off because it's common in the industry, etc. is saying that caring about video game industry conditions has to come at the expense of not caring about others working in exploitative industries. It's just that this is a video game website and therefore virtually all the articles written on here are going to concern some aspect of video games, and the fact that we're here as members of this website means we have a vested interest in video games.

I guess I also tend to see struggles around labor and class to be interconnected. If workers in one industry are fighting for better conditions, I see that as a good thing for all of us as workers, because it helps create an expectation for decent working conditions universally (if workers in that industry work under acceptable conditions then why don't I in the industry I work in?), and by their example can help create momentum and serve as a model for workers in other industry's or other areas of the same industry to fight for better conditions.

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flippyandnod

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I would prefer Giant Bomb cover games and leave the politics aside.

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Burgomeister666

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Edited By Burgomeister666

Sorry, but I'm confused as to how the voice actors' strike will help actual game industry developers. I've worked with voice actors on numerous occasions over my 30+ years in the game industry and they are almost completely separate from the entire process at every company I know (except perhaps at Naughty Dog). They spend a few hours (literally, usually four at most) of their time on a project while the developers have worked on it for 1-6 years, depending on the project. I can't see how any deal they get via their union and agents would improve anything for game developers; I expect an improved deal for voice actors would actually make things worse for game developers.

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rusalkagirl

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@werupenstein: How can one be fairly compensated for working in unfair conditions?

The working conditions someone puts up with are directly related to how desperately they need the job in order to survive.

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MikeTheRed82

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Edited By MikeTheRed82

@dhiatensor said:

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

As a US Expat living in the Netherlands, and wrapping up my 10th year in the games industry I can directly compare US vs Netherlands (EU) industry practices.

Labor Laws:

Yes, labor laws are MUCH more in favor of the employee here, to the extend that here in the Land of The Wooden Shoes, you're actually not allowed to make your employees work more than 2080 hours a year (roughly 40/week average). However, there's gray area on this one as "voluntary" extra hours aren't exceptionally well defined, so there's room for a bit of crunch here and there as a company can just say "Hey, they volunteered!" But it's very difficult to get away with making it a structural part of the job.

Additionally, everyone who works full time is mandated to receive a minimum of 20 vacation days per year. Sick days do not count towards vacation and can have no cap.

Contracts also work a lot differently here, also protecting the employee from sudden or mass layoffs. In fact, if a company wants to lay off more than a certain % of their company (I can't remember the number), they have to get special government permission, and contracts have to be at least partially made whole.

This is a very strong contrast from the US where there are no rules about maximum work hours, no minimum vacation, no guaranteed sick leave, and many states where employers can fire an employee at any moment for any/no reason at all.

Work Culture:

For better or for worse, the Dutch have a strong 9-5 work mentality, even in games. Some people put in a few extra hours here and there, but largely the offices are empty by 6pm, and the idea of weekend work is very very rare. People here very strongly believe in the value of work/life balance, where they feel the life part is the most important. Here people work to live.

Again, very different from the American Puritanical view of work and how lots of work/hard work is often considered a direct measure of your moral value as a human being. In the US, people often live to work.

Now, there's a consequence to this... and it's that the Netherlands is not exactly a hotbed for game companies. If you look at GameDevMap (http://gamedevmap.com/index.php?location=Amsterdam), you'll see that there are supposedly 69 companies here in the Netherlands. However, I know many of those companies are long since closed, or morphed into User Acquisition companies, or are web game portals. And those that are left are for the most part very small developers (under 20 people). In fact, probably the only truly AAA studio in the country is Guerrilla Games.

(I work for a mid-sized web game company, so we fall somewhere in the middle of the spectrum)

Other countries in Europe are varying degrees of this, with the UK being the most American-like labor environment. But generally, the more employee-protective a country is, the fewer "Big" game companies you'll find there, or at least it won't be where they're doing their primary development. For these places, they'll always shift labor to the cheapest market available if they can.

So there's no perfect solution here. But on the whole, I do enjoy my EU lifestyle vastly more than my old American one ;-)

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MikeTheRed82

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I would prefer Giant Bomb cover games and leave the politics aside.

The state of the industry, the working conditions and the internals of how games are produced are an important part of the games discussion. If you really love games, it's in your interest to take an interest in these issues and support a more sustainable industry.

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ivdamke

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This is more of what I wanted to see when the articles were announced. Even though it doesn't really say much in this article as stated it's an intro to a series so I hope it continues well.

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DocWattson

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I don't work in the game industry but I do work in the film industry so I know a little about the entertainment I dusty work force. A big problem in games labor is that a college graduate can do the job of a 30 year vet. No the college graduate can't do it as well but they can do it. Combine that with said college graduate willing to "pat their dues" and people who want stability in their jobs have trouble finding it. Any time you say no to a job you can be replaced by younger, cheaper labor who would love the opportunity. The new, younger employee doesn't realize he is part of a cycle that will stab him in the back someday.

In film and TV we look for new job more often than people in the game industry. I can do 4-5 jobs a year. But we have a unoon and young people willing to pay their dues can't get jobs. It's a lot harder to get in the buisness but it offers a ton more stability. I don't see that happening any time soon in the game industry since the supply of new meat is just to great. Everyone wants to work in games till they've worked in games a few years.

All I can say is good luck.

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KaDoom

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Part of this all seems to be a larger issue within culture of just.. shitty working conditions for creative industries at large. Like, I've got piles of talented artist/illustrator friends who struggle to make rent or find any foothold, having to freelance inconsistently or draw things they'd rather not. (Furries/the internet will pay boatloads for weirdly specific anything)

On a side note, where on earth did people get the impression that games are apolitical? Nothing's made in a vacuum and neither do the creators live in one.

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ian_williams

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I can't possibly respond to everyone so a couple points.

1) It can't be stressed enough that this is an intro. It's covering some ground which has already been covered, absolutely. I say as much: the article where we all gawk at the numbers is tired. I've done that article; when I say it's tired, I don't mean that to denigrate the people who write them, because I am the people who write them.

But the responses here and on Twitter asking for more are precisely why they're tired. We know and awareness isn't enough. The ground still needs to be covered here as a jumping off point for folks new to the conversation and my own sanity trying to create a multi-article narrative, but believe me, I get it. Hell, I'm heartened by those asking for something more than another awareness article; it drives home that it's time to really get to why this happens and what we can do.

2) Other industries have it rough, no doubt. That's especially true of physical labor. Don't take any of this stuff about video games and labor to mean that the wider world of labor relations need to be ignored or are diminished.

The simple fact is that any of us can only deal with what we know and where our expertise lies. My knowledge and expertise is here in the video game industry, so that's what I focus on. I don't even know if it's possible to truly write about every subject under a broad field like labor.

Plus, I think you can easily get into a mindset where the next job has it worse, because it's essentially true. Mine workers in the US are better off than their Chinese counterparts; does this mean we dissolve mine unions and say nothing when something bad happens because it could be worse? I emphatically think no. In fact, I'd say that threat of making it as bad as Elsewhere is part of the reason why workers have been cowed so effectively. You keep your head down, do your thing, and stay quiet because it could always be worse.

3) I'm super heartened by the response, truly. It's been way more positive and way larger than I expected. I just wanted to let y'all know that.

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BasketSnake

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Is this fact or fiction? Jeff does NOT love video games.

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callmeavis

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Edited By callmeavis

@doombot13 said:

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

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

This is just an issue with IT generally, and I suspect it's going to get worse; We live in a world that basically suggests if you don't out perform your last quarterly high with even higher numbers you're a failure. It's not even about making money anymore it's about making more than last quarter by X percent. That's a more general issue and not specific to game development, add to that in most places in the US IT workers (Including game developers) are a protected class IE: can be salaried, do not have to meet the old requirements for a salaried employee ex: Manage a specific # of people. It's not a particularly good outlook for industry in general. Lots of pressure to reduce headcount to increase profitability, and do "more with less".

I'll agree that games development seems to be worse in general than other IT gigs, and you can find work where you aren't expected to work a crazy number of hours just to keep your job, but you have to be very flexible about any number of factors, location, salary, and type of work for example.

I'm interested to see further bits in this series and see if we have any idea how much a AAA would actually cost if we 'fix' the current ills with this specific part of the industry. My off the cuff guess would likely be in the 100-200USD range however that might be on the low end given that the market might see this as another opportunity to increase profitability rather than improve things for employees. (which is not even of most CORPS radar unless they're getting a lot of public scrutiny or have an extremely high "churn rate" with existing key employees)

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billyok

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I would prefer Giant Bomb cover games and leave the politics aside.

I don't mean to be rude when I say this, but it's clear you didn't even bother to read the article if you equate this to not covering games and the effects the current industry has on the new class of visionaries. And that's fine if you want to ignore it. Not every piece of content is here for your consumption. But don't be that person who tells others not to write about something just because you don't care enough to see the connection and how it affects you.

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LRavenwolf

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This is basically why I left the gaming industry. My last gig before going corporate mandated 55 hour work weeks and didn't call it crunch. The one before catered in 3 meals a day and expected you to live at the office. I love games and I love making them but it was just too much. One of the biggest problems is the "old timers" who connect your hours in the office with how much you love what you do. 3 jobs in 3 years. Now I make more, work less, see my family more, feel confident in my stability, and don't have the next layoff looming over my head or studio heads breathing down my neck wondering why I am counting down the minutes until my 55-hour non-crunch week is over. I even got interrogated by the studio head once because I associated with someone who crashed and burned and sent the absolute best bridge-burning email I've ever read in my life.

If games would get their labor situation straightened out I'd be back in a flash because I truly do love making games. However I don't see that happening any time soon.

As to a solution. That's a tough nut to crack. Unionizing is difficult to support because it throws up a wall between management and the people creating the games but we're at a point where people are leaving the industry in droves because of poor treatment. I know 12-13 people who've left games in the last year because of this and they are the superstars that games needs to go to that next level. Other industries are gaining visionaries and super-engineers because making games isn't viable.

One statistic I'd love to see in the credits of a game is "Crunch-time dumped/divorce rate." Its a real thing and its nearly impossible to be creative or productive when you've just been dumped or had your wife leave you because she doesn't see you but one day a week for a year. I saw a credit in a game recently that said how many meals the company had provided during development. Many people told me how cool that was - I immediately shook my head and told them that each meal was the equivalent of about 4-8 hours of unpaid overtime per person at that studio. They got real quiet after that.

The answer, at least to me, is to scale back the scope of these games. 18 months - 2 years is the average turn around time for a major release regardless of the scope of a game. However, the variable cost of games is a pretty new thing so historically people have been trying to put in enough for gamers to feel their $60 is warranted. So they cram more and more in trying to hit that value point. Scoping out a game before starting is how we all want to make games. Feature creep and problems that arise during development almost always blow out deliveries but you only have so much money/time so you do what you have to do to keep the lights on. Its a catch-22. Do you ship a tiny game with super high quality that's on-time and on-budget and worked 40 hour weeks and risk backlash and poor reviews or do you put blood sweat and tears in there and go for the hail mary that will make the entire studio rich?

That's how management tries to sell their abuse and most people buy into it. I make games now on my own and while they take much longer I'm much happier with the environment. There are certain companies that are making strides towards livable game dev labor standards but for the most part the industry still has a long, long way to go.

I hope more articles and conversations like this can help.

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BattleBanana

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@hamborgini: I had the exact same experience. When I graduated from art school with a crop of friends, I took a job doing 3D modeling / rendering at a local manufacturing facility. A couple years later I'm looking at my friends who went into games and, well, I'm not sure I want that any more. I make more money and get home at the same time every day. My friends love the work they're doing, for sure, but it feels like they're in crunch all the time. I run the raid on the weekends, they can't. I went to Evo for fun, they couldn't.

On a personal note- when I was young my dad landed an amazing job and the stress / commute slowly killed his marriage to my mom. I remember that and it's just... not worth it. I like my wife.

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Faint

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Not only should 'you', the Giant Bomb reader care because you love video games, but also because the community on Giant Bomb consists of developers who this affects directly. Being a game developer of any sort is a hard pathway to choose just like any entertainment medium because it is extremely competitive and there are more people trying to do it than there are positions available, and as this article discusses, the working conditions and expectations absolutely suck, for many reasons.

While I was studying, I distinctly remember one of my lecturers recalling a day he spent in a studio where someone wanted to leave to go pick up their children from school and they were told 'What makes you think you're any more important than anyone else here?'. The internal pressure is immense and you could argue that the workforce is partly responsible - such as a situation where you might not get a respectable wage or freelance payment because there are people willing to work for pennies. So I guess you could say it is a multi-tier problem. There is no union for game developers for example, which can be seen as a significant issue. I guess this is where the indie dream comes into play, where your idea makes it big and you never have to worry about working stupid hours for someone else for less money and recognition than you deserve, but that's not a realistic scenario for everyone. Let's say there was a union for game developers and they got paid more and worked less - then we would probably see less games coming out and more games sticking content that they should launch with into paid downloadable content. How do we find a happy medium that can reasonably satisfy everyone?

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ChrisTaran

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I very very much do not care. The coders and artists are infinitely replaceable. No matter how hard the job is there will always be those that want it.

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north6

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@fenix840 said:

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.

Like you said, everything is relative. 70k in a place where game dev occurs is worth less than 70k where I'm at. I think the point is that working these hours is probably outside of their job description.

I've worked both 70 hours in a warehouse (hence my bad back) and 70 hours in IT (which affects people different ways, me, I internalize stress and can't imagine it helping me if I were a game dev).

What I'd be interested to find out is if better quality games are actually coming out of this. Which games / studios are the most egregious offenders?

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billyok

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Edited By billyok

@christaran said:

I very very much do not care. The coders and artists are infinitely replaceable. No matter how hard the job is there will always be those that want it.

Great attitude. If artists are replaceable, so are you at whatever job you do. Apathy like this makes working conditions worse for everyone in every industry. But thanks for clicking on the article just to tell everyone you don't care.

Must warm the hearts of developers everywhere to know that even the people who benefit the most from their gifts don't care at all about their happiness.

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carsend

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@blister said:

Say it with me now, "Unionization", unfortunately the workers in the games industry seem dismissive of the idea from what I've seen

I agree, can't help you if you can't help yourself game industry. We as fans can write several articles and complain/get into heated arguments on every forum known about the topic, but no AAA dev/publisher will give a rats ass about what we say. If it's too hard to strike and unionize, then well I guess nothing will change.

Its such a mute point to talk about.

Its not too say I don't respect people in the game industry for the hard work they do. It takes a lot of passion for games, something I do not have as a Software Engineer.

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ChrisTaran

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@billyok: As someone in an art field, yes you are 100% correct that I am also very replaceable.

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flippyandnod

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@billyok said:
@flippyandnod said:

I would prefer Giant Bomb cover games and leave the politics aside.

I don't mean to be rude when I say this, but it's clear you didn't even bother to read the article if you equate this to not covering games and the effects the current industry has on the new class of visionaries. And that's fine if you want to ignore it. Not every piece of content is here for your consumption. But don't be that person who tells others not to write about something just because you don't care enough to see the connection and how it affects you.

Well, you managed to be rude anyway.

I did read the article. I said I would prefer they cover games. By that I mean exclusively, not the politics.

I wasn't the person who told others what not to write about. I spoke about what I preferred. You however, are being that person who is telling others (me) what not to write about.

Yes, I don't care enough about this to hear of it. I'm not looking for another political site, I've got plenty of places to go to for that.

I would prefer Giant Bomb covered games. It's why I come here. I stated that pretty simply and cleanly. Perhaps not every piece of (comment) content is here for your consumption?

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chrisfm

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Important discussion as industry matures.

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Maluvin

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Edited By Maluvin

@austin_walker

BTW I just want to mention age that I really like this writers program. I know not everyone is interested in all of this content for various reason (not interested in politics, uncomfortable with certain subjects, preference for different genres, etc.) but I feel like it's the type of stuff that fleshes out the site content in a great way. I know it takes a lot of effort and it's appreciated.

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Mysterysheep

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Excited for this series of articles. The guest columns have been really terrific so far. Good job, Austin and all the contributors.

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ILoveCoolGamesGal

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Very good, thought-provoking article. Thank you for pointing out the other folks involved in the success (and impacted by the failure) of a game like QA and IT. It's an odd industry because there are often other companies that spring up around a game: pro- or fan- website, game review aggregators, even resource-providers/quick boost (some folks dismiss them as cheats, but plenty seem to use them).

Considering LOL for example, I've seen intro packages offered in the daily deals on Amazon, there are numerous community websites and domains, and various "power-up" sites (like lolboost.net). I'd love to see an article from you that does a deep dive on a game property like this.

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Substance_D

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Edited By Substance_D

This is the result of America's capitalist economy. Conditions aren't like this in other parts of the world unless they are working with Western game publishers. While this a great topic, it's sort of like saying "Whoah, the food at this grocery store is really expensive!" without investigating to figure out why.

Also, asking hypothetical questions to yourself in your writing is something rarely seen outside of long winded philosophy papers, but I suppose everyone has their own style.

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planetfunksquad

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I would prefer Giant Bomb covered games. It's why I come here.

GB is a site that covers things that literally have no connection to games on a near daily basis and you choose the article that directly addresses things which effect how games get made to say this? OK.

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Jblonsk

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Well guys, what can we do?

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lordgodalming

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Thanks for dedicating your time and energy to this important topic, @ian_williams. Improving the working lives of programmers/designers could potentially send positive ripples out into the rest of the overworked tech world as well. Do you feel like there's space in your argument to address the working conditions of the people making our gaming hardware (workers at Foxconn, etc.) as well as the software, or is that a separate issue? Cheers.

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ian_williams

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@lordgodalming: That's a great question! I think it's definitely related. This is something covered in a really good book (if you don't mind some academic-ese) called Games of Empire. There are chapters in that book dealing with the factory and natural resources end of things, the way the rare earth mineral industry is patched deeply into gaming because of the need for them in PCs and consoles. A little less grim is just the end product which we surprisingly don't think about; I remember reading an article years ago about the way PC gaming tends to drive the desktop industry (that's very short form on my part). That seems like a really obvious thing, but when we talk about labor and "the industry" we're usually talking about game creation and not the machines which run them. That's a very odd omission when I think about it.

I'd like to look at that, for sure. I've got the next couple planned but things open up quite a bit after that.

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ian_williams

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@jblonsk said:

Well guys, what can we do?

I'm quoting this because I've seen variations on it. The answer is nothing immediate and it also depends on what's meant by "we". Someone above said that this is ultimately on the devs; that person is right. If there's a unionization push or a move to co-ops or even something as mild as a slightly beefier IGDA discussion group on this, it won't be done by articles or forum posts. It'll be done by the workers in the industry.

What I see this series' role (and yours as you discuss this topic, here or elsewhere) is sussing out the practical effects of what this looks like. This is something probably not worthy of a full article, but I think it's really important: there's no institutional memory of organizing in the tech sector as a whole. It's not like automobiles or mining or even acting where you can go talk to that grizzled union vet or whoever to get tips. Tech, generally, but gaming, specifically, is one of the few industries which came about entirely in the post-union era.

That's a big deal because it means whatever happens is essentially starting from scratch. It's daunting. It's a really heavy lift. And it may not work, where "it" is any one of a variety of things, but damn, if it's not worth trying.

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I "know" about the labor conditions of two capital-I Industries: video games and wrestling. Neither seems all that great! I'm glad Ian is writing or has written about both of them.

Thanks for the article, Ian! Some of these comments are super disheartening, but I guess that's why articles like these are needed in the first place beyond just freshening up the rhetoric of those who already agree with your premises.

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deactivated-60107f4ac9ad5

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@substance_d: We go through the same absolute hell in the UK industry, trust me

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Edited By mitchuation

Games labour need a union from the sound of it. Public outcry only gets you so far, eventually its boots on the ground from the labour that wins the war.

Source: I've been a stevedore (dock worker) for 9 years and come from a family of stevedores.

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deactivated-645bae7e4c4bc

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As someone who worked in the heavily unionized U.K offshore Oil and Gas sector I saw the benefits of unions first hand. It ensured that we had a good wage and decent working conditions. But in order to obtain these rights a strike was necessary. But with there being so many more people employed in the video game industry across so many departments it could be very difficult trying to get everyone under one union.

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jerseyscum

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@benjo_t:

No kidding. The sheer amount of horror stories about abusive and toxic Diva Devs mistreating employees is really troubling.