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EA: The Human Story (2004)
101–110 of 156 posts
Re: EA: The Human Story (2004)
#102I see that "Vote with your feet" got downvoted in the thread, but it's true. I worked for another one of the large game studios in the US for a long time. The practices employed at the game studio were built around keeping people attached to their jobs because they love video games and loved the games we built. It was weaponized excessively. Almost every town-hall, all-hands, etc was framed around the product and kee…
Really, though. The people who do best in games tend to come in with a specific specialty skill that they enjoy and is transferrable, deploy it for a brief tour, then exit. Everyone tasked with arbitrary production-as-a-whole functions gets wrecked at some point. And it doesn't get better at indie scale, because accountability is even lower in a tiny studio, and the producers will tend to achieve results by repeatedly finding new people to do free work, gaslighting them and then tossing them aside when they stop delivering. And if it's a true go-it-alone, then you can end up self-imposing crunch when you sense the game isn't shaping up like it should, and it's easy to stay there indefinitely until you break because game scoping can get out of control so easily.
Like, you can make indie stuff work. I know folks who have. But they have a very tight grasp on the kind of thing they are aiming to achieve, and categorically aren't doing "game productions" in the sense of spending most of the cycle fumbling around figuring out how to make the game and worrying about how to make characters successfully interact with doors. It's basically always a narrow genre entry like "Sokoban puzzle", and the dev specialized into doing only that genre so that more of their work and skillset transfers between projects. And you can do great work this way and truly achieve mastery over the subject matter because with such a narrow scope, the code and assets can be iterated over a ton, without much deadline stress. But "the industry" as a whole is blatantly against respecting that process since it's normalized stealing as much as possible from last year's trends and then pushing all remaining effort into a wider marketing funnel, and in doing so, creating a raft of challenging technical problems. So for as much sheer effort the industry puts in, most of it is wasted.
Re: EA: The Human Story (2004)
#103Re: EA: The Human Story (2004)
#104(opinions are my own and not EA's) I've been at EA for about 1.5 years now and have never enjoyed working somewhere as much as this. Their devotion to D&I, their culture around management (and the thorough training each manager gets), career progression, and feedback, their flexibility for each individual (even given their size), how frequently we actually get to speak with SVP-level leadership to ask questions/voice…
Ultimately (unless I’m mistaken) EA was forced to pay back pay plus overtime and stopped all crunch for some time. There was a lot of talk of congressional regulation at that time if I remember correctly, too.
From Wikipedia:
“Hoffman's actions, in part, led to the filing of three class action lawsuits against EA and some changes throughout the industry at large, such as the reclassification of entry-level artists as hourly employees, thus making them eligible for overtime under California law.[8] Her fiancé, EA employee Leander Hasty, was the main plaintiff in the successful class-action suit on behalf of software engineers at EA, which in 2007 awarded the plaintiffs $14.9 million for unpaid overtime.[9]”
Re: EA: The Human Story (2004)
#105(opinions are my own and not EA's) I've been at EA for about 1.5 years now and have never enjoyed working somewhere as much as this. Their devotion to D&I, their culture around management (and the thorough training each manager gets), career progression, and feedback, their flexibility for each individual (even given their size), how frequently we actually get to speak with SVP-level leadership to ask questions/voice…
I suspect that your experience comes from working at EA in a leadership capacity, whereas the toxicity complaints come from the front-line workers (IE, SWE, QA).
Re: EA: The Human Story (2004)
#106> When the next news came it was not about a reprieve; it was another acceleration: twelve hours six days a week, 9am to 10pm. What amazes me is that there's someone out there who thinks that this type of "crunchs" would improve performance. Do they ever really improve actual performance ? I have been in (non-videogame) software companies that did this (never as an employee though), and I literally saw people staring…
Re: EA: The Human Story (2004)
#107This was one of the posts selected for inclusion in Spolsky's "The Best Software Writing" , a book that I very much enjoyed and recommend. https://www.amazon.com/Best-Software-Writing-Selected-Introd...
Also it's a bit crass to copy/paste someone's story of victimization, health-failing story of suffering, intro'd with some math about sweat-shop productivity and sell it as part of a random software article jambalaya for $9 a pop.
What does selected for inclusion even mean? Joel saw this story explode back in 04 so he copy/pasted it into Notepad++ "for inclusion"? It's not like he's an art curator who does the work of sorting wheat from the chaff. Google and social media aggregators do most of the work on that for internet writing.
Ugh, I guess it's enough hackernews for me, for a while. Everything is a product and even the "greats" like joel are trying to sell the pixels I saw last week, copy & pasted back to me in paper form. Virtue ain't in this post.
Re: EA: The Human Story (2004)
#108Re: EA: The Human Story (2004)
#109Earlier quoted context omitted.
I suspect that your experience comes from working at EA in a leadership capacity, whereas the toxicity complaints come from the front-line workers (IE, SWE, QA).
In the last decade EA has actually built a decent reputation as a good place for developers to work. The article posted above is from 2004. It was a pretty big scandal at the time, and it actually did lead to meaningful reforms at EA. EA has had their fair share of other scandals. Rushing unfinished products to market, sleazy monetization schemes, etc, but developer crunch is not one that has really come up in a long…
So since Riccitiello left?
Re: EA: The Human Story (2004)
#110Earlier quoted context omitted.
A few years ago Steam began showing labeling on store pages for games that use third party DRM; and if you buy a game that has it and you did so unwittingly, then you can return it without issue provided you played less than two hours and you bought it within the last two weeks.
This return policy is true regardless of whether it has DRM or whether you knew. You can return any Steam game, for any reason, provided you've played it fewer than two hours and purchased it within the last two weeks.
Microsoft only allots you one or two a year or something which isn't enough considering how misleading game marketing is mixed with the prices