The great video game exodus
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The great video game exodus
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Re: The great video game exodus
#2Re: The great video game exodus
#3There is little work life balance. No matter what happens, no matter how many people you destroy, you will do whatever it takes to ship in time for the Christmas season. If you miss Christmas, your ROI plummets. Huge franchise games are an exception, but those of us not writing FIFA Soccer, Madden NFL, or HALO really care about Christmas. Why do people accept this kind of employer abuse? It's because there is this attitude of having your name in the credits of a game being some huge honor, for which you will sacrifice life, pay, and health. People who work on games are passionate about gaming, they love to play them, work on them, and the rewarding feeling of shipping your game is intoxicating. When you sacrifice everything to make Christmas, you sacrifice code quality, maintainability, even reproducibility, leading to a very slow start on your next iteration, and the cycle of crunch/crash repeats itself.
If you are into games, you put up with this for a while, but over time, you see your friends and colleagues get jobs in other industries, and they make more and are happier working on non-game stuff you consider boring. You celebrate with them as they buy their first home, or a nice car, and start to think that maybe the fun work (when it is fun), isn't worth being paid a lot less. It's not like game companies give stock options, and whatever profits are made don't trickle down.
Eventually, you get older, you start a family, and you want to spend time with them, and a game company isn't going to be friendly to that. The benefits aren't as good, the crunches are still there, the pay isn't great, so you decide to move on.
You hire some young developer, who is gushing with excitement about working on games, as you were once upon a time, and you do your best to train them without letting your disappointment in the industry show, and you move one, the cycle repeats.
I honestly have no idea why it is this way. Naturally, not all studios are like this, and there are exceptions, but the majority of the less successful studios are stuck in this seemingly unbreakable cycle.
I have since worked in many software companies, some of the making exciting things, others doing dull enterprise things, and I've been a far happier person in all of them. The passion for games is still there, ever since I bought my Atari 2600 with paper route money, but as an engineer, I'm done, never again.
Re: The great video game exodus
#4Sadly, most of the video game industry is a crappy place to work. I speak from experience here, having been the lead game engine developer in a studio owned by one of the largest publishers. I don't want to out them, so I'm being vague on purpose. There is little work life balance. No matter what happens, no matter how many people you destroy, you will do whatever it takes to ship in time for the Christmas season. If…
An endless supply of passionate, naive, and young talent. I guess at least 50% of my graduating CS class at one point or another wished to create a game. Far fewer wished to create a database engine, an operating system, or a B2B web service.
When you have that many people who want to make a particular type of software, getting a chance to do so acts as something economists call a compensating differential. Working on games is actually part of a game developer's compensation, and thus the companies can afford to pay them less in other ways.
Re: The great video game exodus
#5Sadly, most of the video game industry is a crappy place to work. I speak from experience here, having been the lead game engine developer in a studio owned by one of the largest publishers. I don't want to out them, so I'm being vague on purpose. There is little work life balance. No matter what happens, no matter how many people you destroy, you will do whatever it takes to ship in time for the Christmas season. If…
Think of an actor coming to hollywood. It's not that different.
Re: The great video game exodus
#6Sadly, most of the video game industry is a crappy place to work. I speak from experience here, having been the lead game engine developer in a studio owned by one of the largest publishers. I don't want to out them, so I'm being vague on purpose. There is little work life balance. No matter what happens, no matter how many people you destroy, you will do whatever it takes to ship in time for the Christmas season. If…
> I honestly have no idea why it is this way. An endless supply of passionate, naive, and young talent. I guess at least 50% of my graduating CS class at one point or another wished to create a game. Far fewer wished to create a database engine, an operating system, or a B2B web service. When you have that many people who want to make a particular type of software, getting a chance to do so acts as something economis…
Re: The great video game exodus
#7Sadly, most of the video game industry is a crappy place to work. I speak from experience here, having been the lead game engine developer in a studio owned by one of the largest publishers. I don't want to out them, so I'm being vague on purpose. There is little work life balance. No matter what happens, no matter how many people you destroy, you will do whatever it takes to ship in time for the Christmas season. If…
> I honestly have no idea why it is this way. An endless supply of passionate, naive, and young talent. I guess at least 50% of my graduating CS class at one point or another wished to create a game. Far fewer wished to create a database engine, an operating system, or a B2B web service. When you have that many people who want to make a particular type of software, getting a chance to do so acts as something economis…
Artists are easier to hire, and I think that your explanation holds nicely.
The easiest to hire are playtesters, who think playing games for a living is awesome, until they realize that making Kirby jump over that cloud 800 times to reproduce bug is hell. Playtesters have the biggest swing from excitement to disillusionment.
Re: The great video game exodus
#8Put another way, there's an exodus from unwieldy large teams that lack responsibility and a sense of craft and ownership.
There's also the problem of 'backlog fatigue'. There's only so much time in life for playing any game, which makes you purchase them much more carefully and for different reasons than you did even five years ago. For me it's much more in the spirit of thanks and support than as a transaction.
Re: The great video game exodus
#9Sadly, most of the video game industry is a crappy place to work. I speak from experience here, having been the lead game engine developer in a studio owned by one of the largest publishers. I don't want to out them, so I'm being vague on purpose. There is little work life balance. No matter what happens, no matter how many people you destroy, you will do whatever it takes to ship in time for the Christmas season. If…
Having a life/spouse and that industry just aren't compatible in the large majority of cases. Heck, I saw 3 divorces on the last team I worked on.
Re: The great video game exodus
#10The article dabbles, but ultimately misses an opportunity to present the piece I want to read: that the ideal shape of a game development team is not unlike an early stage software startup. Remain small, take your time, stay healthy, and put some love into it. Recent years have birthed some real gems from teams of one, three, or single digits. In this category I'd vouch for Hollow Knight, Celeste, Ghost of a Tale, an…
One head-developer. Small crew. Awesome product with a huge community creating additional content through Modding.
I hope more of this will come out of this exodus.