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EA: The Human Story (2004)

ea-spouse.livejournal.com

81–90 of 156 posts

Re: EA: The Human Story (2004)

#81
post #3

EA perpetuates practices that hurt customers, too. I used to unapologetically pirate video games and only within the past two years have I finally come full circle and begun purchasing games, both new titles and older ones I had played in the past but never paid for until now. Steam has been the tool of choice for this reconciliation process. As a result, some of the hardships that paying customers encounter have bec…

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Re: EA: The Human Story (2004)

#82
The gaming industry is weird. The industry "forces you" to use pirated games.

1. I have a PS3, and I tried to use the Playstation Store, I didn't pirate anything, despite the PS3 Store being slow as hell. But Sony basically closed the PS3 Store (you have to put money in your wallet on your computer and make purchases on your PS3). This makes the purchase a much more complex act. I will sell the PS3 or unlock it.

2. Mobile gaming today is gambling, focusing on sick people, addicts, and you're "an idiot" if you don't do this.

3. To buy 100% of some games, you need thousands of dollars.

4. Many important fixes are from the community such as Resident Evil Crack which fixes stuttering or slow GTA JSON parser.

Look, if GTA or Resident Evil isn't important enough for the industry to be careful about... the industry is broken in the roots.

In the end, pirated games are better than most legally purchased games.

Re: EA: The Human Story (2004)

#83
post #41

(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…

EADP is one of the central teams within the company. By far, they have a much better experience than any of the product teams (less OT, lower expectations, less funding). Product teams are responsible to deliver on timelines regardless of the support they can get centrally, so teams like EADP get more opportunity to push back, and that pushback turns into OT on the product teams.

tl;dr: Central Team experience at EA is VASTLY different than being on a game team. It's great if you're on a central team at EA, but I'd never work on a game team if I enjoy seeing my family (plus EA pays at least 50% less than similar roles with skills that would still be needed outside of gaming)

Re: EA: The Human Story (2004)

#84

Why does game dev take so long? I assume most of the physics, game dynamics etc are standardized. Artwork, building a story, designing the game etc sure require work per game. I ask as a noob, not expressing an opinion at all.

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Re: EA: The Human Story (2004)

#85
post #8

This was while John Riccitiello was running EA. I was there at the time and it was crazy how many people were being driven so hard. You may recognize his name now from the recent Unity/malware merger news, or maybe from calling developers who don’t extract maximum value through microtransactions “fucking idiots.”

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Re: EA: The Human Story (2004)

#86
post #82

The gaming industry is weird. The industry "forces you" to use pirated games. 1. I have a PS3, and I tried to use the Playstation Store, I didn't pirate anything, despite the PS3 Store being slow as hell. But Sony basically closed the PS3 Store (you have to put money in your wallet on your computer and make purchases on your PS3). This makes the purchase a much more complex act. I will sell the PS3 or unlock it. 2. M…

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Re: EA: The Human Story (2004)

#87

This is from 2004, and we know so much more about the games industry that stories of overworked QA testers and programmers seem utterly quaint. Every company in the business[0] is run by a yet-to-be-convicted sex offender or enabler of such. Activision is currently involved in one of the biggest equal-opportunity lawsuits in history, which is only eclipsed by the legal fight between US EEOC and California DFEH[1] ove…

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Re: EA: The Human Story (2004)

#88

I worked in the game industry for over twenty years as an engineer. Most of the time the work was fun, the projects were interesting and the money was okay. Eventually I needed more stability, better pay and work life balance, and I went into business software, a decision that I wish I had made earlier. I think that the game industry has some issues that are very difficult to solve caused by various compounding facto…

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Re: EA: The Human Story (2004)

#89
post #41

(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've been at EA for about 1.5 years now and have never enjoyed working somewhere as much as this.

Her story is part of an ongoing labor movement. People dismissed it back in 2004, but it's led to change. The practices she describes used to be more common, especially in gaming companies.

The change happened because of the labor movement. If you aren't ownership, then you are a worker and you should have solidarity with all the other workers.

Re: EA: The Human Story (2004)

#90
post #24

Earlier quoted context omitted.

They didn't say used. Also that is such reductive argument. When I sell my furniture to someone else am I supposed to pity the carpenters and whatnot? How about when I sell my house, should the developers who built it get a cut?

Yeah, I guess it reads like that's what I was implying. I was just asking if original creators get a cut of the used price. I had seen discussions around that before, but didn't know if it ever became a thing or not. Just a simple question. Wasn't trying to be reductive and did not mean to piss in your cheerios this mornign

Op didn't say "new and used"; they said "new and older".

Since the context is that of piracy, I think it's most likely that op wasn't saying he used to buy bootleg physical DVDs for a console, but rather that they used to download executables for a personal computer.

If so, I've also come around to buying games in about the same manner as OP describes. Your question sounds odd to me, because I've never purchased a "used" game; since about 2011 when i gained access to stable internet every game I've purchased has been a digital purchase from an official distributor or directly from the creators.

There are other discussions to be had about whether digital purchases with online drm are truly purchases or rather subscriptions, and whether the cost of a AAA title should still be as high as it is given that you can't resell it the way you could when they were physical (and how inflation plays into things), etc, but those are out of scope here.

And then there's unauthorized resellers like g2a. I'll admit I've bought from there in the past, but I stopped after reading a great breakdown of how these hurt game developers more than piracy. These are a little like the used market for digital (certainly the creators don't get any of the money changing hands). But there are differences - since usually, once a key is consumed to play a game, it can no longer be resold. I assume this affects the market to look quite different from, say, gamestop.

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