I'm not the most contemplative person in the world.
I'm ethical, but neither religious nor spiritual. In the
grand scheme of the Universe, I take comfort in relative
meaninglessness. I make games, most of them obscure, and
I write silly jokes that few people will ever hear and
fewer still will remember the next day. That is the sum
total of my contribution to humankind. My trade is
evanescence, not legacy.
Thus, not very often do I begin a project wondering
about its ultimate influence on the "greater good". Less
often still do I keep on wondering once the project is
over. But that is exactly how I feel about
Quality of Life in the Game Industry: Challenges and
Best Practices,
the IGDA white paper which the committee I have the
honor of chairing has unveiled at GDC and officially
released in late April. The white paper is at
To be honest, I'm not quite sure what to tell you
about it. I could quote the statistics, or list our most
important findings, and I will. I could tell you about
the staggering generosity of my team of writers, who
spent untold hours working on the paper despite
overflowing schedules and a subject matter unlikely to
endear them to the Powers that Be. I could tell you
about the comforting news I heard at a recent IGDA
chapter meeting, with some major studios looking to our
work as a guide to improve the situation for their
employees.
But first, I will humbly ask that you read the paper
and draw your own conclusions. If you think it is a
worthwhile effort, use it. If you think it is flawed,
join our group and contribute to our future efforts.
And if you think this "quality of life" stuff is
worthless tripe that a Real Game Developer With A
Hardcore Work Ethic shouldn't care about… Well, I hope
you will change your mind someday. Preferably before you
reach a management position and have time to cause too
much damage.
The Situation
As we first discussed the contents of the white
paper, we decided to put together a survey to complement
and support our findings.
I would have been happy with 150 responses. We got
994.
Maybe we hit a nerve.
That being said, the survey's results hold few
surprises:
[] Despite our 30+ years of history, we are still a
very young industry, with only 18.4% of respondents
saying they were 35 years old or older.
[] We're also woefully inexperienced: only one lead
developer in ten has accumulated over 10 years of
experience, and one company in thirty has
employees who average that much. Unfortunately, the main
reason why this is true is that we lose many of our best
people to rival industries every year.
[] Game development is hard on families, with 61.5%
of respondents saying that their spouses think the
developers work too much and don't spend enough time
with their families.
However, some of the statistics we have been able to
extract from the responses are downright scary from an
enlightened studio executive's perspective:
[] Game development is not a long-term career;
34.3% of respondents expect to leave the industry within
five years, and 51.2% will be gone in 10 years.
[] Fewer than half of the people who expressed an
opinion on the matter said that game development was
their only career option. Since many companies still
operate on the principle that all developers should be
game-obsessed (just take a look at the job ads) and
therefore amenable to lower salaries and working
conditions for the privilege of working on games, this
is a recipe for disaster. Our competition for talent is
no longer just EA or THQ; it's Pixar, SAS and HP. Can
we compete with them?
The Symptoms
We all have first-hand experience of the joys (and
occasional horrors) of game development. Now, we know
that our experiences are just about universal:
[] Game developers work long hours at the best of
times, with three out of five of our respondents
saying they put in over 46 hours in a normal, non-crunch
week.
[] The Death March is a way of life in our studios,
with nearly half of respondents saying that a crunch
week demands over 65 hours of work – and 51.7% saying
that their management sees crunches as a normal way of
doing business, while only 2.3% actively pursue
no-crunch policies.
[] Our pre-production staffing and scheduling estimates
are often either woefully inadequate or ridiculously
optimistic, because it is all but impossible to
secure a contract while quoting realistic figures –
there is always someone else who is just as desperate as
you are and willing to undercut you by another
percentage point or ten.
[] We push developers into leadership and management
roles without giving them proper training, and even
all too often against their wills.
The Solutions?
We don't pretend to have found silver bullets that
will apply equally well in San Francisco, Nagoya,
Prague, London or Johannesburg. But we have assembled a
set of best practices that may help guide companies in
tailoring a solution for their own needs. I can't go
into much detail here (after all, I have to give you
some incentive to read the paper!) but they include:
[] Scheduling and budgeting practices.
[] Project management and architecture techniques.
[] Family support.
[] Honesty in hiring.
[] Supporting different career paths.
[] Separating R&D from product development.
[] Leveraging remote developers.
[] Customizing individual work arrangements.
Here's a bonus idea from our GDC roundtables. A TV
network never sends a series into full-scale production
until they have written a sample script and a "series
bible", shot a pilot episode or two, and reviewed the
concept in detail more than once. Movies go through a
similar process, with pre-production routinely lasting
years. Why don't we sign prototyping contracts more
often?
After all, a publisher can fund fifty $100,000
design-prototype-and-find-out-what-really-works-for-the-player
deals for the price of a single AAA game that fails in
the marketplace. One of the main reasons why projects
slip and fail is that we go into production without
having a clue what feature will make the game fun. By
funding more experimentation early on, without tying it
to a full-scale production budget, not only would we
experience fewer late-cycle cancellations, we probably
would get more (provably successful) gameplay innovation
as a bonus.
Conclusion
The work of game development itself is stimulating,
challenging, and certainly better than most
alternatives. However, that is no reason not to try to
improve the conditions in which it is performed.
That is what we tried to do, anyway. As I said, I
don't value legacy much, but I'm sure that I can speak
for the entire Quality of Life committee when I say this
is a bit of legacy we'd be proud of.
Editor's Note: To read the white paper,
click here for details.
BIO
If you aren't really tired of FDL by now, don't say so
in public unless you are looking for a serious beating.
He's been the bane of the game industry for over 10
years, during which he cajoled and threatened his way
into over 20 credits as designer, producer, programmer
and writer. For some reason, magazine and book editors
seem to like him; his Game Design Perspectives
and Secrets of the Game Business are available
now from Charles River Media. With
the dozens of articles he has contributed to other
industry publications and the roundtables he hosts at GDC every year, it is getting really hard to avoid him
these days. But there is hope; FDL has been freelancing
for 5 years, so we expect him to starve to death any day
now. Visit his mediocre web site,
http://pages.infinit.net/idjy, at your own risk.
Part 1?
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