The Sad Truth Behind Game Design

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WorldFree55

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May 22, 2011
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The death march: the problem of crunch time in game development

Horror stories are constantly surfacing about the lengths game developers sometimes have to go in order to ship a game on time. The worst involve up to 85-hour work weeks?12 hours a day, seven days a week?which is more than double the century-old 40 hour per week standard. Extended periods of crunch can last up to a year, with sustained 60-hour weeks. This practice has earned a markedly less innocuous name than "crunch time." It's called "the death march."

In some cases it's nearly dehumanizing: the closure of All Points Bulletin developer Real Time Worlds in September of last year left more than 185 employees out of a job. They were welcomed to the end of a particularly long crunch period by pink slips rather than profit sharing and bonuses.

In an industry that is steadfastly focused on fun, it seems counter-intuitive that video gamers should be the ones who have to worry about the sagging quality of life of those who make the games. No kid should ever have to wonder if Santa Claus is cracking the whip too hard on his elves to make the Christmas Eve shipping deadline, but despite widespread outrage over revelations from ex-employees describing poor conditions, the status quo remains largely unchanged and unchallenged.
Bad Santa

On the surface it's simple. Studios push their employees harder to finish projects faster. Less time spent on development means less time employing a full team of artists, programmers, designers, testers etc.

This is one of the principle factors perpetuating the use of crunch by management. The vast majority of employees working in the development of video games are salaried employees and do not receive overtime for additional hours spent at the office. A recent poll of over 350 industry professionals taken by developer-focused website Develop, showed that 98 percent of those polled received no compensation for their overtime work.

Crunch isn't a tool used exclusively for cost saving measures. "When the team rallies behind the idea of an awesome new boss battle that wasn't on the original schedule, and goes the extra mile to make it super rad, that's not the same thing as forcing employees to stay all weekend," said Michael Wilford, CEO of Twisted Pixel games, the studio behind the Xbox Live Arcade titles 'Splosion Man and Comic Jumper.

EA was one of the first companies to be put in the spotlight for quality of life concerns after the infamous EA_spouse essay gained widespread exposure in 2004. The letter alleged, among other things, that employees were being moved to another crunch just as the previous crunch was ending.

Over time it has become part of the corporate culture of making video games. "To me, sometimes it's not even a deadline that propels someone to stay late or come in on the weekends," said Bruce Straley, lead designer on Uncharted 2. "Is it the company's management, or is it the individual? How much is it a 'cultural peer pressure'?the unspoken peer pressure that propels someone to stay longer just to hang out with their friends, or to avoid the feeling of guilt they place on themselves for leaving early?"

Straley was very clear that there are many reasons why a worker might stay after hours, but it was the "cultural peer pressure" comment that was echoed when we spoke with Dr. Shoshana Bennett, a psychologist who practices in the San Francisco Bay Area.

"I've heard from my clients that the competition for [game development] jobs is fierce," said Dr. Bennett. "My clients' husbands and boyfriends feel totally replaceable, and therefore are worried that if they don't perform, they'll lose their jobs. There is definitely a culture of fear that's cultivated in this industry."

his "culture of fear" isn't something overt, but rather is a subversive, almost jock-like attitude found throughout the industry. It's a sense that if you're not working overtime, you're not part of the team. In late 2008, Mike Capps, president of Epic Games (developers of Gears of War 3 and Bulletstorm) made controversial comments about crunch on an industry panel, going so far as to say that Epic wouldn't hire prospective employees unless they were willing to work upwards of 60 hours per week.
Why should you care?

You work hard at your job, and you don't always get to go home right when the clock strikes five, either. So why should you take time out of your day to sympathize with game developers? After all, they're adults. If they don't like their situation they can move on, right?

Well, the problem is that it's just not a very effective way to manage a project, and often it's the quality of the games that suffer. This is not a new revelation; as far back as 1909 studies have shown that the 40-hour work week actually provides more output over a long period of time than when employees work longer hours.

n an article published by the International Game Developers Association, 20 year development veteran Evan Robinson notes that studies show that regularly being awake for more than 21 hours impairs the mind as much as having a blood-alcohol concentration of 0.08... that's also the point where it becomes illegal to drive a car.

"It's ironic," Robinson wrote. "Most software companies will fire an employee who routinely shows up drunk for work. But they don't think twice about... people who are impaired to the point of legal drunkenness due to lack of sleep. In fact, they will demand that these people work to the point of legal impairment as a condition of continued employment."
Punch-drunk love

What is worrisome is that some companies are perpetuating debunked and old fashioned ideas about the relationship between hours at work and productive output. The only demonstrable effect of which might be a lowered quality of life for employees, and ultimately a shorter career for some of the greatest designers in the world.

Many crunch-apologists will point to the fact that game developers can more easily work overtime because of their passion for their work. This is true, but the effect is minimal.

"Although loving your job and being stimulated with a particularly creative one might make it possible to work a few hours more than someone who isn't as enthusiastic," said Dr. Bennett "every person has his limit and will eventually burn out and lose effectiveness."

It's also important to remember that not all employees in the game industry are working on projects they are passionate about. It's pretty hard to imagine the entire staff behind the latest Dora the Explorer game being gung-ho about their work every day. Even those who are lucky enough to work on amazing AAA projects often aren't creatively stimulated. If you're the guy who makes different brick textures for the buildings in GTA4, or the guy who programs the way fire behaves when it spreads to different substances, that's not the same as being a top-level designer.

"There are many potential physical and mental health risks from overwork and inadequate sleep in general," said Dr. Bennett. "Focus and concentration will suffer?ironically, making the employee less productive?[accompanied by] lower immune system functioning and depression. You can literally get sick from too much work."

The mental health risks span beyond that. Psychologist Dr. Giles Burch, who also lectures on Human Resources at the University of Auckland Business School, told us that overworking can lead to strain on a marriage, and spending fewer hours at home can cause children to lose attachment to their parents.
A cost too high

This isn't an article meant to make readers recoil in horror at the realities of game development. If that were the case we'd have titled this, "The Gulags of Cyberia" and equated their struggle with mainland Chinese indentured sweatshop workers. But the simple fact is that game developers have to pay a heavy price to work in this business. Why should they?

There is great competition for jobs in game design these days, and many of the lucky few who snare jobs in the industry will be welcomed by unreasonable hours and forced to choose between work and relationships with family and friends.

"Extended crunch ages people in a way that they can't see on the front end," said Dustin Clingman, the chairman of the IGDA Quality of Life branch. "It robs them of years of creative potential."
Heroes Lost

Clingman's warning should be sobering even to those who are adamant that crunch is necessary to create great entertainment. In the past five years we've seen some of the industry's great

designers retire at young ages compared to other creators in the film industry. The industry is being molded to fit the needs and abilities of young, energetic people and is incompatible with the needs of older, more experienced designers.

This is an issue our own Ben Kuchera has thought about at length. "I've been told that people who write about the business all want to be developers and make games," he told me. "It couldn't be any less true. We get to tour these studios and see how the people who make the games live. They seem to always be tired, the offices are dimly lit, and people are sleeping on cots." He points out that while many developers have benefits such as gyms and cafeterias onsite, that just drives home the idea that you're never supposed to leave.

Will Wright, Roberta Williams, and Toru Iwatani all retired before the age of 55. This is in stark contrast to some of the legendary directors of film, like Akira Kurosawa who directed and wrote screenplays until he was 85 and an injury physically kept him away. Steven Spielberg (64), Martin Scorsese (67), Francis Ford Coppola (71), Ridley Scott (73) and Clint Eastwood (nearly 81) all continue to write and direct films today, and they show now signs of stopping. The film industry is much better for it.

The message is clear. Either we move game development toward something more sustainable or it will be the gamers who miss out on what could be the greatest works of luminary designers.
http://arstechnica.com/gaming/news/2011/05/the-death-march-the-problem-of-crunch-time-in-game-development.ars
 

WorldFree55

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May 22, 2011
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It's a long read but i encourage people to read the whole thing anyway because it's interesting.

I have my own opinions about the game industry and how i feel about my goals, especially since my goal in life in general is just to become a game designer (programming or writing side of the field) and become the best that i can be at it. I will work as hard as i can to get to that goal and willing to break almost every bone in my body to make it happen (metaphorically speaking of course).

To me, this just shows me that everything in life, there is always a price. There is always a sacrifice that we have to make for anything we desire, especially our dreams.
 

Vault101

I'm in your mind fuzz
Sep 26, 2010
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I try and not let it bother me

you might call it sticking my head in the sand, however worrying about the state of games and such is really not good for me or anyone

but yeah...interesting
 

Twilight_guy

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Nov 24, 2008
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Meh. Crunch time has always will be a function of bad planning. Either a project is given too little time or too much is planned. It's not easy to guess at the start exactly how long its going to take to make a thing but most companies have a contract that says "this will be done by X" and so if you estimate wrong then its crunch time to try and make it up. Really I contribute the problem to the waterfall style that goes with game where you plan X and and create a schedule then hope to god it gets done on plan. Games really need more of an iterative and agile style of development. Of course that makes producers nervous. With agile you inherently aren't sure what the end will be and that's uncontrollable and publishers don't want uncontrollable. Basically the only developers that use an iterative method are Valve and Blizzard and everyone know the result: it takes forever but turns out well. That doesn't work for many people. Crunch is a problem of the current development system and its hard to solve a problem with the system since the only real solution is a new system and that takes lots of work to make and perfect. It's a problem with all software development and sucks but you'd need a big crunch time to figure out a way to solve it.
 

Kicks42

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Jan 6, 2011
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Unmerciful Unions.

I'm not privy to the actual state of unions in game dev, but I know the employees are taken advantage of and are underpaid.

I think many team members are treated and act like desperate workers willing to do anything when every single person, no matter how talented, needs to stand firmer in their own worth.
It is the duty of the actual creators to bargain the privilege of using their skillset rather than being recruited as a cog. However I think it requires everyone on the actual dev side to step up and stand firm in this.

Creative individuals can do insane things in regards to crunch even when they're not being paid, but it is also a power held by creative individuals and should fetch a high price.

I think the main problem is unrealistic deadlines and like any office or food service job, many of them do not receive benefits for improved performance.

The sad thing is that many highly talented people are forced to create some of the worst games on the planet then people still go out and buy them.

If we stand together, we can make it so we aren't replaceable cogs, but rather vital beings and the industry is in the creators hands, not the publisher's.
 

LoFr3Eq

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Oct 15, 2008
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This is the same for pretty much any software or design project. It's just with a game, you've got deadlines that you have to make, or else you risk alienating your fans and losing potential customers much more than usual. Because games are a mixture of software development and entertainment you have to focus on polishing the core of the program or engine, and the visual and narrative.

But there are some good things to take away from this. Think about Starcraft 2, that game is awesome, it had been delayed many times, but overall, it didn't feel rushed or like Blizzard were desperate to release it. It felt just right, with a nice long beta period for final perfections. I don't think that Blizzard would have put as much pressure of Dustin Browder and co. to get a finished product out the door like EA would.

What can get bad with any software product is somewhere along during development the team or lead will be asked when they think the release date could be, the date will usually be not long after the date given.

During the last 20% of the design cycle 80% of the work will happen, this is the prime cause of 'the crunch'. also, whenever a problem arises, the solution will often have 2 more problems associated with it, which causes even more stress on the developers.
 

ManInRed

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May 16, 2010
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Management should be stopping their talent from doing this to themselves, even if their talent going to be over worked and have a short career -a good coach doesn't let their star athlete get over used and injured before playoffs. Game development is a new enough industry we haven't had a regulatory revolution yet to correct this behavior. But there's never been any signs that small software companies with employees who have more time at home produce any less than crunch time. Just like how a well rested student does better at an exam than the guys staying up all night to study for it. Correcting this issue might end up meaning game developers will get paid less, to make up for costs and competition in working in the industry. Still, I have some hope this will improve in the future.

Game developers are artist, and seeing other industry form to generate collaborative art, we know what environment produces the best inspiration. And getting out there, living in the world, makes people better artists. How can you come up with new ideas if your not doing something new? Being afraid of losing their job as an artist also doesn't usually help. There's also nothing stopping people working out of the industry to create games in their spare time. Slower, less efficient for triple AAA type projects, but every other art form in history has had similar artist make master pieces. So if the problems cannot be fixed in the industry, then artists can always go outside the industry to find solutions.

JNA17 said:
There is always a sacrifice that we have to make for anything we desire, especially our dreams.
It's too soon to just give up and assume something needs to be sacrificed. There's always a solution if you're willing to look for it. We haven't tried everything yet. You acquiesce to defeat before you even begin.

Never spend more to acquire a dream than you have to. The cost doesn't have to match the gain, if it's possible lose more than you gain, it must be possible to gain more than you lose.

Really, there's only one limit we have in following our dreams. The one thing you cannot give for your heart desires is your heart. Believe in yourself and create your own destiny, don't fear fate.
 

GrimHeaper

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Why don't they just ask for pay for overtime and if they don't give it just go home the normal hours. The quality of the games would not suffer as much then.
 

Reaper195

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I find it quite depressing at just how much time goes into a game, and it can still come out looking like the ass end of a cow. Bad, and covered in shit. Examples include DNF, Turning Point, Legendary, the sheer shortness of the CoD games (And don't try and tell me about multiplayer).
 

WorldFree55

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May 22, 2011
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Reaper195 said:
I find it quite depressing at just how much time goes into a game, and it can still come out looking like the ass end of a cow. Bad, and covered in shit. Examples include DNF, Turning Point, Legendary, the sheer shortness of the CoD games (And don't try and tell me about multiplayer).
just lack of effort and rushed too early imo.
 

Mo-shi

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Mar 27, 2011
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This makes me not want to be a game designer anymore.

I'm prepared to work hard, but, isn't this a bit much? I'm young, but I kind of want a family some day, and to you know, actually see them. I also want to generally have a life.