What Would Matt Do

I reckon I aim to play some games.

Epic Fail

without comments

 (insert bullshit picture here…no really, someone make me a bullshit picture. I have no art skills.)

I actually had to double check and make sure I haven’t already used that title since it’s so obvious and I end up spending a lot of time kicking Epic in groin (not they don’t deserve it). What do we have today in the continuing saga of Epic stupidity? We have yet another reason to never work at Epic:

Mike Capps, head of Epic, and a former member of the board of directors of the International Game Developers Association, during the IGDA Leadership Forum in late 08, spoke at a panel entitled Studio Heads on the Hot Seat, in which, among other things, he claimed that working 60+ hours was expected at Epic, that they purposefully hired people they anticipated would work those kinds of hours, that this had nothing to do with exploitation of talent by management but was instead a part of "corporate culture," and implied that the idea that people would work a mere 40 hours was kind of absurd.

Now, of course, the idea that a studio head, which Capps is, would have such notions is highly plausible; but he was, at the time, a board member of the IGDA, an organization the ostensible purpose of which is to support game developers. Not, you know, to support management dickheads.

(seen via Lum via ZenofDesign; which I can’t get to load right now)

Scott gives pretty good coverage of why crunch time is dumb and he links the most important study of all. It explains when they figured out crunch time didn’t work…the mother fucking 1900′s. That’s right, about a hundred years ago:

So, yes, Crunch Mode can increase output over the short term. But, at 60 hours per week, in no case should "the short term" be defined as anything more than eight weeks long. At that point, the costs strongly begin to outweigh the advantages. Not only have you lost all the gain those increased hours bought; you’ve also got tired, angry, burned-out workers. When you return them to a 40-hour week, their output will be sub-par for some time while they recover.

Read the whole study. No, really, go there now and read the whole thing. It’s that important for anyone that works in any industry where crunch time is seen as the norm. It completely debunks anything Epic could ever say about why they work 60 hour work weeks by default.

 

Singling out Epic isn’t really the point though. We all know Epic will do stupid shit. It’s kind of their way. What about the industry as a whole though? I don’t know of one guy working in the game industry that doesn’t have crunch time as a part of their regular job. Sometimes just for months, sometimes for years.

Why won’t the industry get a grip? Why do they think that they can defy science, conventional wisdom and common sense and continue with their ways forever?

Because game developers just don’t have the power the normal software industry guys do. And they often don’t know any better or feel trapped into it. Between the two, the ways aren’t changing. Back to Epic for a sec…they are, by all accounts, a wildly successful, development house. But not only are they not pushing for more quality of life at the job, they actively countering it AND they are, or were, a part of the body that is supposed to have some say for developers…

Publishers push unreal timelines on developers. Developers agree because they like having projects so they can get more projects and survive. Look at Obsidian. They did Knights of the Old Republic II. One of my all time favorite RPGs, even though it was never finished. They aren’t alone by any means, but that’s a good example. We see games released all of the time that either a) aren’t done or b) done, but severly limited from the original scope. That doesn’t even get into time for playtesting, beta, changes before release, etc. Another example… Relic just released Dawn of War II a little bit back. They called the game gold AND THEN had a playtest for the multiplayer.

You know what Stardock is going to do? They are working on their next game, and when they think it’s good, they are going to have a beta test. They’ll invite any that preordered it to play it not only for a quick stability check, but to have at least some input into the game about what’s fun and what’s really broken. How long are they going to do this for? Until they feel it’s ready. But hey, what do they know, they just make mad money in a dying market.

 

The question is though, what needs to happen to fix this? For one, game developers obviously need to get better at knowing how long projects are going to take AND telling publishers that there is a testing/beta window where the public will have feedback on their game. Two, game development houses need to get together and start telling publishers to go to hell. I’m not going to single any specific dev houses here, but anyone that has successful titles under their belt and is still taking on crunch time as part of life, is part of the problem. We have shining examples of the right way to do it (Valve, Stardock and Blizzard to some extent), but they are completely darkened by the business as normal routine most developers start games with.

As I said above, game developers obviously need to get better at both telling the truth about how long projects will take and about accturately figuring that out. None of that is going to change the fucked up relationship of the industry though. Maybe the likes of Stardock and Valve can change it on their own…

 

Quality of life. It’s more important than whatever dumb ass game you’re trying to release. Companies in general need to get back to working for employees instead of using them until they dry up and can’t handle it anymore. Not just in the game industry, in all industries. But while I dream about moon ponies and wish for fish with my wish making ish, I continue to hope at least a few more companies come around.

 

What Would Matt Do: Were it up to me, all corporations would be tasked with first taking care of their employees and secondly their plan to make money. Whatever the case, I won’t ever again work for a company where crunch time is just a part of the company creed. See, I like my family…

 

Written by Matt

April 8th, 2009 at 3:12 pm

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