
August 2001
THE
DEVELOPER'S LIFE (OR LACK THEREOF)
PART I: A CALL FOR FREEDOM
By François Dominic Laramée
Before anyone asks: no, I wasn't
kidnapped and gruesomely murdered by a commando of
exasperated GIG readers desperate to make me shut up. I
escaped. Narrowly. And now that I'm back, I promise to
be louder than ever. Starting with this new column,
scheduled to run every other month (-ish) until death,
the IRS, or a two-year trip around the world with Cindy
Crawford do us part.
Its topic? Our lives as developers,
how we got into this mess, and how we can make it
better. Part factual essay, part editorial, part
shadow-boxing. With a bit of a book review tossed in for
good measure.
The Free Agent Nation
As
many of you know, I'm a freelancer. Turns out I'm not
the only one. While researching his recent book,
Free Agent Nation (ISBN 0-446-52523-5), author
Daniel Pink spent more than a year on the road talking
to hundreds of them, all over the United States. What he
found out is staggering: soloists, microbusinesses and
temps now account for 33 million American
workers. One out of four. And their numbers are growing
fast.
Why? The reasons are as many and
varied as the people who choose to forego the
traditional employer-employee relationship. Some
examples:
- First, the undeniable fact that for
most people, the large organization is a stifling,
suffocating prison, filled with pointless meetings,
childish power struggles and poorly-ventilated
cubicles.
- Second, the breakdown of the old
social contract, in which individuals gave loyalty to
a patriarchal company in exchange for long-term
security: corporations stopped holding up their end of
the bargain 20 years ago, and now individuals are
dropping theirs.
- Third, thanks to advancing
technology, going solo is now easier than ever before:
with a good computer and a fast internet connection,
just about anyone can do just about anything from just
about anywhere. Putting a thousand miles between
yourself and the insecure boss who used to look over
your shoulder every fifteen minutes is only gravy.
Yet, in our hip and cool corner of the
world, we are scared to death of the free agent system.
We're willing to do anything to keep a team together, at
all costs: stock options with claw-back clauses,
Orwellian no-compete agreements, massages and foosball
tables in the office, whatever it takes. We insist on
permanent, full-time employment, and we're willing to
pay for relocation, no matter how costly the office
space or inconvenient the move, rather than hire a
remote employee. (I still can't get over the job ad
requiring developers to move to Iceland to code
online-only games. Think about it for a minute.
Astounding.)
And what do we get for all of this
effort? Nothing. No, worse than nothing: not only does
the industry still have one of the scariest turnover
rates this side of the Cordless Bungee Jumpers of
America, but those employees we manage to keep around
are often bitter, exhausted and so disgusted with us
that they leave game development altogether by the time
they turn 30, never to come back.
Therefore, it is my contention (not
quite disinterested, I'll admit) that we would all do
much better in this business if we got rid of the 20th
century corporate structure and opened the door wide to
free agents of all trades. Or at least, that all of us
who deserve to do better, would.
Getting Rid Of The Bozos
Here is a scary quote from Pink's
book:
"Cornell University research found
that on average Americans work 350 hours more per year
than Europeans - and 70 hours more per year than even
the Japanese, whose language contains a word, karoshi,
that means 'death from overwork'".
Seventy hours a year. Two weeks of
full-time work, piled on top of the famously
excruciating Japanese work year. And that's the average
American; I don't think I'll shock any of you by stating
that game developers have it far worse.
And why is that? Because this extra
work is never paid for. "Exempt employees" don't get a
penny more for 70 hours a week than for 35, and
unscrupulous bosses figure that whatever work they can
squeeze out of mandatory unpaid overtime is money in
their pockets. The employees can't do a thing about it:
they comply, or they hit the street, and if they don't
perform well enough, other recent high-school graduates
are only too willing to take their place. Where the
"Organization Man" gave loyalty in exchange for
security, we give obedience out of fear.
However, in a free agent system,
unpaid overwork (pun intended) is all but impossible.
You can't bully a freelancer into working nights and
weekends, because he's got other clients waiting and
paying. A freelancer does not have a no-compete clause
preventing him from working anywhere else in the
business for years if he quits. A freelancer does not
relocate for each assignment, and she does not owe the
company thousands of dollars in relocation expenses if
she is fired. A freelancer stays only as long as the job
is fun and the conditions are good. And if a team
includes freelancers who demand sane working conditions,
the other employees will likely follow suit and benefit
as well.
Sure, having to pay for all the work
that gets done may drive some companies out of business.
I say good riddance. The honest ones won't have to
compete with a slave economy any more.
Making It Right For The Good Guys
Why do games seemingly always go 50%
over budget, come out a year late and ship with bugs
that wipe out the customer's hard drive? It must have
something to do with the fact that we keep driving our
best people away. There's a reason why game company job
ads always mention "a driving passion for games": people
who don't have it, or those who do but have an equally
driving passion for something else, would never endure
the conditions we inflict upon ourselves.
Unfortunately, even the good guys who
would like nothing better than to treat their people
well are forced (or think they are forced) to impose
obnoxious employment contracts. They figure: if the bad
guys enforce no-compete clauses, we won't be able to
recruit their experienced staff down the road, so we
have to protect ourselves from losing ours. Or: we need
to keep our good people, so we'll take back their stock
options if they leave; this way, they'll have something
to think about before taking jobs with the big boys who
poach our teams by offering salaries we can't match.
This defensive strategy invariably
backfires. Companies end up with unproductive,
disgruntled employees who stick around only because they
can't legally get out, or because they keep waiting for
that ever-elusive IPO to turn their stock options into
gold. Work relations deteriorate. Productivity goes down
the drain.
It doesn't have to be this way. In
Silicon Valley, Pink says, programmers now routinely
spend a year working at each of a bunch of companies,
building a portfolio of stock options. Sure, they leave
as soon as they're unhappy, but it also means that
they are happy and productive for their entire stay at a
company. Not such a bad deal for all involved. A
free agent system provides the same benefits: a
freelancer signs on for projects he's interested in and
gives his best, because the next assignment may depend
on a recommendation from the client. And if he's really
happy, he'll sign on for another project with the same
company; most freelancers (this one included) spend most
of their time working with a small group of regular
clients, year after year. All that is needed to keep a
stable of free agents happy is an endless supply of cool
projects, and if there's one thing that we know how to
churn out, that has to be it!
Other benefits of hiring free agents:
- Too much time in one job dulls the
skills. When you hire a free agent, you can always
pick the one best suited to the task at hand.
- Projects involving remote
developers must be organized better, leading to more
predictable results.
- Free agents tend to become fiercely
loyal to each other. Pink mentions networks of
"corporate alumni", i.e., people who used to work
together and who keep referring each other to good
clients. Find one good freelancer, and you find a
whole mess of them.
- Less office space to pay for.
- Free agency implies flexibility.
Free agents who work out of home offices spend less
time in traffic, have more leeway to deal with the
vagaries of life (a sick child, furniture deliveries,
etc.) and can organize their work days in a manner
that is most efficient for them. The result is better
productivity and fewer non-vacation days off.
The final irony: by foregoing a formal
employment relationship, employers gain all the benefits
of the stability they try to impose with legal
documents, without the drawbacks.
The Intrinsic Value of Freedom
Free agency is also a great deal,
monetary-wise, for the free agent herself.
The longer an employee stays in the
same company, the less his or her salary reflects actual
contribution. The reason is that, while responsibilities
can change drastically (i.e., a tester becoming a junior
programmer, then an associate producer, possibly within
a single year), many game development studios grant
raises once a year, and base those on a percentage of
current base salary. So, if a person is hired at $30,000
a year to work as a junior artist, and the company's
policy is to give raises of no more than 10% a year, she
won't make more than $36,300 two years from now even if
she is now a lead on a huge project.
The result: the better you are, the
faster the discrepancy between your salary and your
worth grows. The only way to rectify the situation is to
find a job at another company, which will gladly pay you
what you are worth now because they are buying your
skills now. The slackers, of course, stay put, and your
old company goes south.
For a free agent, each project is a
new job, whether it lasts three weeks or three years.
Rates are set according to what is to be done, and if
the deal is unsatisfactory, there are always other
clients elsewhere.
The Price of Freedom
Of course, free agency isn't for
everyone. The hard core of a company needs stability.
(Although the exact definition of a "hard core" can be
surprisingly flexible; Pink describes a free agent
network including, of all people, chief financial
officers.) Some people need the consistency of a regular
job. Investors are likely to frown upon companies that
don't have some sort of long-term agreement with their
key people. And some teams work so well together that
they should do it on a permanent basis.
But, overall, in a market where
companies are chronically understaffed, any way to
recruit quality people for a project is a good one. Even
if it has to be started all over again for the next one.
And it's a lot more fun than trying to
come up with the perfect no-compete clause.
BIO
François Dominic Laramée has plagued the game industry
for almost a decade, finagling his way into a variety of
short-lived jobs as studio head, producer, designer and
programmer, until he ran out of luck and was forced to
become a (mostly starving) freelancer three years ago.
He is in no way responsible for the success of the more
than 20 console, PC, online and board games for which he
claims unwarranted credit, and should never have been
allowed to edit Charles River Media's upcoming book
"Game Design Methods" or to publish his insane ramblings
in over 35 articles and book chapters. Visit his
mediocre web site,
http://pages.infinit.net/idjy, at your own risk
Editor's
notes: The opinions expressed in this article are not
necessarily the opinions held by the publishers. And
Free Agent Nation is available on Amazon.com by
clicking here. And that's not an opinion.
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