Developer Stress Crippling Game Innovation? 355
hapwned writes "Jason Della Rocca, the executive director of the International Game Developers Association (IGDA), looks at the big picture of the grim, dead-end careers of game developers. From the article: 'More fundamental is the notion that immature practices and extreme working conditions are bankrupting the industry's passion - the love for creating games that drives developers to be developers. When the average career length of the game development workforce is just over five years and over 50% of developers admit they don't plan to hang around for more than 10, we have a problem. How can an industry truly grow, and an art form evolve, if everyone is gone by the time they hit 30?'"
Re:Uh... yeah.... (Score:3, Informative)
Re:Uh... yeah.... (Score:2, Informative)
J.R.R. Tolkein
C.S. Lewis
J.K. Rowling
(In fact just think how many authors publish their first novel *after* turning 30: loads.)
And what about the film industry? Steven Spielberg? Peter Jackson? Ridley Scott? George Lucas? (Oh wait... sorry, I didn't mean that last one, but you get the picture.)
Oi! Mods! WAKE UP!!!!
Re:Open Job Security (Score:4, Informative)
That's not true.
Take John Carmack for example. He releases all his code with games after a while. Not only that... He's pretty much licensed out his engines to other companies before he does that. Yet we didn't see every single game using code from Quake or Doom and then ditching all their devs. In fact we usually see this companies hire on more.
Secondly, most companies do this already through licensing... These days either they are licensing the Doom3 engine or Unreal Engines.
That and others build from scratch depending on their needs.
However, I would say that making this open source really helps fledgling devs to figure out the "how'd they do that?" kind of questions.
5 years later.... (Score:5, Informative)
Re:Sad but true... (Score:2, Informative)
Now, you can't entirely blame the corporations since there's a 500lb gorilla, better known as Wal-Mart, stomping around and dictating game content. OTOH Corporations are too pussy to stand up and call Wal-Mart's bluff, so they deserve the end result. But until their bluff is called, corporations need complete control so they can satisify those soulless bloodsuckers.
The industry really changed when the corporations moved in. The hours didn't get worse (well, if they did, not by much), but employee compensation really took a nosedive. Now the fruits of their labor must pay the salaries of countless overpriced stuffed shirts, who routinely demand the company have top-dollar real estate, perfectly positioned window offices, super-deluxe office furniture, etc. - hell, just look at EA. The suits live in a glass castle, while the people who actually do something that earns the company money are shoved into nameless cubicles in nondescript buildings.
Game companies were traditionally light on management - most of the "management" also did things besides manage people that contributed to the bottom line. They programmed, they did artwork, they made levels, they contributed to the games in some seriously meaningful way. These days management can barely be counted on to be computer saavy enough to play Microsoft Solitaire.
I'm seriously hoping the Nintendo Revolution can help reverse this trend. In theory it will allow smaller developers to compete with the big boys because it will be cheaper to develop a title. Without the super-mad-flash graphics & sound & crap that doesn't actually contribute to gameplay in any meaningful way, games will have to compete on the merits of how fun they are to play. Which is the purpose of playing a game in the first place.
Re:Define License (Score:4, Informative)
http://en.wikipedia.org/wiki/Quake#Source_code [wikipedia.org]
The source code of the Quake and QuakeWorld engines was licensed under the GPL in 1999. The id Software maps, objects, textures, sounds and other creative works remain under their original license. The shareware distribution of Quake is still freely redistributable and usable with the GPLed engine code. One must purchase a copy of Quake in order to get the registered version of the game which includes more single player episodes and the deathmatch maps.
Sure its not free as in BSD, but doesn't cost anyone to download and use (and even release a commercial game) as long as they adhear to the GLP license.
Re:You claim.. (Score:2, Informative)
Re:5 years later.... (Score:2, Informative)
Currently I develop games as a hobby, and if that's the way its going to be working in the industry... well I just don't know if its something I want to peruse as a career. It seems to me that keeping the work enjoyable is crucial to producing quality and *original* content.
-----
Re:Prescription (Score:4, Informative)
It's basically a mathematics-oriented language [wikipedia.org], and mostly useless for most things outside of that. An interesting intellectual exercise for geeks, useful if you're a mathematician, and that's about it.
Re:Prescription (Score:3, Informative)
Amoung others, [tech.coop] Naughty Dog use a customised version of LISP called GAOL(Game Action Oriented Lisp). It was used extensively on Jak 2, one of the most impressive games on the PS2, or indeed any console.
As the link mentions, the "difficulty" of Lisp, has lead to its sidelining all too often. The fact is, it is a very, very powerful language and definitely worth a look given the obstacles modern game programmers are running up against.