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GTA 6 Developers Unionize

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Re: GTA 6 Developers Unionize

#321

> An end to crunch I was unaware of the crunch concept: "In the video game industry, crunch (or crunch culture) is compulsory overtime during the development of a game. Crunch is common in the industry and can lead to work weeks of 65–80 hours for extended periods of time, often uncompensated beyond the normal working hours" -- wikipedia Needless to say this seems extremely predatory.

It's been an issue in the game industry for decades, and yes, crunch is predatory. It's exploiting the passion people have for making games to make them commit to burnout-inducing working conditions. Some game companies have taken steps to improve their working culture, but based on what I've read I get the impression it's still a big problem.

Re: GTA 6 Developers Unionize

#322
post #174

Earlier quoted context omitted.

As counterintuitive as it sounds, it turns out video game consumers don't care much about the actual computation either. Most games are riddled with bugs, and it has next to no impact on sales. Rather, having weird, even embarrassing bugs can make players look at the game more fondly. Skyrim is one of the best selling games ever. Ostensibly it's about fighting dragons. But "Skyrim moment" does not mean an epic battle…

Buggy games have destroyed franchises. Gothic 3 being a prime example. Contrary to the memes skyrim is not even close to the worst offenders in terms of bugs. Besides bad code does not only lead to bugs. It can lead to bad gameplay, bad performance, missing features, slipped deadlines. A things users care a lot about.

Gothic has always been a niche franchise, and G3 was poorly received not because of bugs, but because of bad worldbuilding (orcs speaking human language, magic runes disappearing, a powerful kingdom getting wholly conquered in basically no time, pretty small open world) and uninteresting story compared to previous titles. Sure it did have bugs, but so did G1 and G2. And that one AssCreed game where people's heads disappeared leaving just eyeballs behind, which still sold crazy numbers. Or the famously bad Cyberpunk 2077 launch, where bad means millions of copies sold in first 2 weeks, not even counting preorders. Or countless other examples.

Most players care about performance even less than they care about bugs. Basically every AAA game nowadays is criticized for piss poor performance and not having the looks to justify it. They're still massive successes.

Usually, it's good code that leads to missed deadlines, not bad code. It literally takes more time and effort to write good code. Gamedev lives on 3-year cycle, that's not enough time for code debt to start causing problems.

Bad gameplay... yes, that can be actual problem. But it's rarely due to a single bad line of code, or even ten thousand bad lines of code. In most games, gameplay is bad because it was designed to be bad. As in, they had a certain way of playing in mind, and they made the game exactly how they wanted, it's just most players don't find that way of playing fun. No amount of code quality can fix that.

Re: GTA 6 Developers Unionize

#323

Earlier quoted context omitted.

I graduated in 2011, went straight to work at Blizzard entertainment. At the same time I had gotten accepted into graduate school so I opted for an internship at Blizzard to try both. I went back to Blizzard in 2012, but quickly realized I wanted to do my PhD. So I left Blizzard and went full-time as a student. I didn't have funding so I TAd classes. Eventually my advisor and I scored a big NSF grant, so she used the…

I'll prospect that way, thank you for the insight. I have a unique background AND teaching experience (military leadership for my first career, and then taught as a full time visiting professor for 2 years) but having spent a decade in industry as a software engineer, yes I concur, teaching is not a common skill among the labor force (anecdotal ofc). I hope after I launch my first indie game I could knock on the door…

> I could knock on the doors of say Digipen or similar.

Seattle based? If so toss me your email or contact and I'll see if I can help you break into teaching if you're interested.

> What kind of PhD research did you do?

Assistive technology. I primarily worked with kids who had cleft lip and palate to improve their at-home speech therapy exercises. Trained some offline ASR models, built a therapy game, and automated metrics. I passed the research onto another student once I got my PhD, but the project lives on as https://spokeitthegame.com/

Re: GTA 6 Developers Unionize

#324

> An end to crunch I was unaware of the crunch concept: "In the video game industry, crunch (or crunch culture) is compulsory overtime during the development of a game. Crunch is common in the industry and can lead to work weeks of 65–80 hours for extended periods of time, often uncompensated beyond the normal working hours" -- wikipedia Needless to say this seems extremely predatory.

who is in hn these days, remember like 10/15 years ago everyone was just willingly working 65+ hours. now it's "extremely predatory".

It is extremely predatory. Perhaps if you're a company founder you can try to glamourise this level of personal sacrifice, but for standard employees it's clearly an unhealthy level of work, and would have been seen so by most normal people 10/15 years ago too. Also, nobody is going to do their best work when they're having to work so many hours, it's highly likely you're not getting a lot of good work done if you push yourself that hard.

Re: GTA 6 Developers Unionize

#325

Earlier quoted context omitted.

Game dev here, have worked on AAA and indie. First off let me get on my high horse and say the engineering in video gaming is generally more complex than the engineering I've done working in big tech. You need a lot more creativity and ingenuity to solve the unusual problems you run into in gaming. From there, as others have said, it's a simple supply and demand issue. Nowadays I am a university professor, nearly eve…

"You trade good salary for your name in the credits" When did that become a thing? When Gears of War bonus checks started hitting Epic's parking lot went from a random collection of reasonable vehicles to looking like an exotic car show. I'm fairly certain every dev that worked on Gears or Unreal could have retired off the bonus payouts.

That’s a tiny and decidedly nonrepresentative sample of gamedevs.

Re: GTA 6 Developers Unionize

#326
post #4

Can anyone comment on why "big video game" dev pay has lagged "big tech" pay so badly? Ostensibly they are doing remarkably similar engineering problem solving, so why is there such a disparity?

Game dev here, have worked on AAA and indie. First off let me get on my high horse and say the engineering in video gaming is generally more complex than the engineering I've done working in big tech. You need a lot more creativity and ingenuity to solve the unusual problems you run into in gaming. From there, as others have said, it's a simple supply and demand issue. Nowadays I am a university professor, nearly eve…

> First off let me get on my high horse and say the engineering in video gaming is generally more complex than the engineering I've done working in big tech.

Yes. Having done everything from mainframe OS internals to proof of correctness to autonomous vehicles, video games are the most difficult.

At the beginning, game dev looks easy, because the tools are good and modern hardware is very capable. But as you approach a big, highly detailed, photorealistic world, the easy approaches hit a performance wall. Then the necessary optimizations become insanely complex. That's the tyranny of the frame rate. That's why I've complained about game engines in Rust. Everybody writes My First Game Engine, then hits the wall about two years in.

The metaverse problem is even worse. All the problems of game dev, plus the problems of user-created content and large scale. With all the effort and money put into metaverses, none emerged that worked as well and looked as good as an AAA game title from the GTA V era. Roblox, Improbable, and Second Life are as good as it got. You'd think there would be some good examples still around, with small user bases, but there are not. There are a whole range of problems only metaverses have, and some of them are unsolved. For commercial games, much of the work takes place during level building and optimization. Unreal Engine Editor does much of the heavy lifting. Metaverses don't have that option.

The total failure of the metaverse industry comes partly from this. It's hard to do, and the problem was underestimated. Mostly by the people who really just wanted to sell their crap NFTs and coins.

The people and wage problem comes from too many people wanting to make games. It's like Hollywood. If you've spend any time around there, you've met the actress/model/waitress types. The male version has stand up comedy levels of ego. That pushes wages down.

Re: GTA 6 Developers Unionize

#327
post #4

Can anyone comment on why "big video game" dev pay has lagged "big tech" pay so badly? Ostensibly they are doing remarkably similar engineering problem solving, so why is there such a disparity?

Is it as simple as supply/demand? People love games and game-loving developers are willing to take lower compensation to be in the industry? As a former obsessed gamer, I remember in my 20s I almost would have been willing to work at iD Software without pay if they let me.

That’s exactly what supply and demand is. They didn’t let you work for them because they had a huge pool of candidates to pick from. It doesn’t matter what the cause of the s/d imbalance is.

Re: GTA 6 Developers Unionize

#328
post #5

This is great news, unions not only improve working conditions, but also improve the final product by not having underpaid stressed staff with high turn-over. It's a good sign for the future product quality of any company to see workers unionise.

Really? American cars suck compared to japanese and chinese which are not unionized. What’s an example of a unionized vs non unionized group producing the same thing where unionized is better?

most japanese auto workers are unionized, though unions work a little differently there.

Re: GTA 6 Developers Unionize

#329

Earlier quoted context omitted.

How do you end crunch? Teams always work at a more relaxed pace when the deadlines are years out. You can't beat Parkinson's law no matter how generous you are with the estimates. We've all tried methodologies to counter this problem and create a continuous, sustainable pace. Unfortunately there's something deep in human nature that prevents us spreading that effort out evenly from day one.

The games industry is notorious for this, yet far from the only industry working against deadlines. Deadlines are a good way to timebox work, but they need to be set in a realistic way rather than an optimized happy-path. I do understand there are certain periods where games _should_ release to make more sales, and for most games that's probably true. But this is GTA VI, they can miss the launch window by a month and…

Well, GTA 6 was basicallly thrown away and rewritten, so after the first crunch, ever more crunch to get the 2nd attempt to the finnishing line.
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