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?'"
Sad but true... (Score:5, Insightful)
sturgeons law and dedication (Score:4, Insightful)
creative management (Score:5, Insightful)
Re:Uh... yeah.... (Score:5, Insightful)
same old stuff... (Score:3, Insightful)
Re:Should be the opposite, no? (Score:3, Insightful)
Re:Uh... yeah.... (Score:2, Insightful)
Wow, I'm SHOCKED!!! (Score:3, Insightful)
Wow.
And you mean companies get rid of people once they aren't willing to work 12 hours a day because they have a life and don't like being treated like slaves anymore?
Amazing, really, it is.
Welcome to reality for the rest of the world. At least here in America you get to wise up and have a life at 30. 90% of the world will slave away until they drop dead.
It's a no-brainer (Score:5, Insightful)
The games people love are nothing like the process of coding them. Anything that is remotely fun and exciting in programming has nothing to do with what makes Madden fun and exciting. The average consumer can love Final Fantasy -- no, I'd even say there are many, many hardcore fans. But the vast majority of those that love that franchise are not meant to ever, ever become game developers. It's apples and oranges.
Playing games is exactly that -- PLAYING. But coding a game is no child's play. It's work -- and hard, hard work. If producing a graphical manifestation is the only joy you see in coding, I'd seriously reconsider the profession. There are other ways to contribute to creating a game without being the code monkey. There's marketing, story writing, graphics, concept designing, testing, and even managing.
If those don't appeal to you any more than coding does, then why choose coding? What? For money? That's a whole different can of worms that I'm sure you can already see is a repeat of what I just finished saying.
In my humblest opinion, programming is fun on its own, and it really doesn't matter what it is you're coding so long as it is challenging and stimulating. Sure, coding games can fit that, but to start on this path without actually loving the path itself seems risky at best and a terrible, life-long mistake at worst. In short, don't choose a path that makes you walk through shit and garbage. That path just so happens to be the rest of your life. You better damn well choose a route you'll enjoy every minute of.
Stress? (Score:3, Insightful)
Re:Education (Score:3, Insightful)
So, put another way, few coders over 30 is stupid enough to work for a game development outfit. That's like saying McDonald's discriminates against people who want to make more than minimum wage or don't like getting burned by hot oil.
Re:Open Job Security (Score:5, Insightful)
Your argument is a variation of the broken window fallacy [wikipedia.org], because you're saying that making things less efficient is good because it creates work. It's incorrect because if things were more efficient there would still be plenty of work, but it would go towards making progress rather than maintaining what we already have. If that's a problem, then someone would hire programmers again to make new kinds of games.
Re:Education (Score:5, Insightful)
I think THIS might be a little closer to the explanation than any "loss of creative spark." A 30-year old developer likely has a wife/husband and is approaching the age where they either have kids or don't. That urge to reproduce has moved more than a few high-stress-job professionals to seek jobs with less stress/hours required because they decided a pile of money doesn't balance out "No family life whatsoever."
Funny how that "no family life" thing isn't in the ads/job descriptions for these positions...
Re:Why not unionize? (Score:3, Insightful)
And don't start with the "Oh, developers are too independent, too maverick, too high tech to be unionized." That's the exact same way you could've described auto workers 70 years ago, and they formed the UAW. Say what you will about it lately, the UAW did a LOT to improve conditions and pay for the "high-tech" workers of their time.
More coders need to be involved with business (Score:5, Insightful)
If you want a life, you need to control the business aspect where money is generated. Otherwise the machine is going to use you up and spit you out, if there's one thing conclomerates like EA have shown, is you can beat programmers stupid and (new) ones keep coming back, begging for more.
Get involved with the business, own the IP, sit on equal footing.
Yes, business sucks sometimes. Coding sucks sometimes too. If you're able to distingush people with the clue from those without, use that to outbid people. Yes, there's big budgets involved - but there's also people with big pockets who will fund things that look like they'll make money.
Entrepreneurs: See the above? Find some really good programmers and PARTNER with them.
Otherwise? Well.. I'm sure there's a fresh crop of programmers to burn out next year.
Re:Education (Score:3, Insightful)
If by "stress" you mean "producers"... (Score:3, Insightful)
Being a Game artist...SUCKS.... (Score:5, Insightful)
The industry supposedly makes so much money and yet the salaries are like 40k to 60k, while the work days are 12 hours.
Its not a fun job.
The days of garage games are pretty much over due to the amount of time it takes to make a good 3d game.
The game industry was great for artists and programmers, but then the suits came in. Yup those vultures from the entertainment buisness, such as the movie and music industry decided to get their hands on the gaming cash.
No longer are the days of the garage game developers who make millions making a hit game. Now you go and work for the suits if you want to make a game. You get shit pay and thats the way it is.
How much money did Halo make? How much do you think the guy who animated Master Cheif made?
Peanuts.
It's a shitty buisness thats been raped by the buisness majors.
which is why i've decided to leave it and go into film and advertising.
Re:Education (Score:3, Insightful)
You've never worked in fast food, have you? The job get *very* stressful when demand exceeds the fixed ability of the kitchen to produce. It's just a different time-scale.
Replacability (Score:3, Insightful)
Re:Terrible article (Score:3, Insightful)
Jason Della Rocca, the executive director of the International Game Developers Association (IGDA), is a clueless blogger?
This is actually modded +5 Interesting?!
Please...
(I will however agree that this is not *news* at all... Or even /. worthy.)
Re:Why not unionize? (Score:3, Insightful)
Last I checked, the focus group and clueless executive professions weren't unionized.
Re:Prescription (Score:2, Insightful)
Anybody who signs up for a C++ job and then complains that it is a soul-killing grind is just too clueless for me to even bother mocking.
sorry, but game-dev shops are worse (Score:3, Insightful)
During my last project, we were actually told by management that a 60 hour week was now mandatory (with all of us being salaried). That's when I gave them my 2 week notice.
Note that I often put in more than 60 hours in a week before that. But it was my choice, sort of. I needed to do it to get the work done but no one was saying I had to punch a clock.
This sort of jackass management behavior went on through every game project I worked on. Not only are the devs on a 5 year burnout cycle, but the game industry seems to attract some of the most juvenille and inexperienced managers I've ever seen. These are the wannabe corporate ladder climbers who couldn't get jobs at real companies. They promise deadlines to publishers that they can't possibly hit and then work their devs to death in an attempt to meet them.
The only other time I've seen such incompetence was with some of the dot-bombs of the late 90s. But in the game industry this goes on more often than not.
Contrast that with where I am now. I'm a senior dev working on a lot of technically interesting code. It's not games anymore but guess what? I work 9 - 6 and I make 2x what I was paid as a game developer.
Sure game dev was my passion but mismanagement has a way of changing your priorities. Would I professionally work on games again? Sure. But only if I owned the company.
Hate dreary predictions come true (Score:2, Insightful)
My friends that stayed confirm. It really sucks, because the best programming I did and saw done was coding games.
The scale of today's games makes it much more difficult for a small, private company to make much of an impact-- which is about the only place I'd want to work.
Re:As an independent game developer... (Score:4, Insightful)
It's because of that kind of talk I've stopped looking at jobs in the game industry. I just can't see how every time a game is made, especially when so many of them are so similar, each problem is something new that hasn't been done before, and the whole thing is some huge creative endeavour. I'm sure that's part of it, and hopefully each game has something new and cool, but still - most of the code is, or at least should be, well-maintained, well-written, mature, and stable.
It should be engineered in such a way that adding new functionality doesn't mean starting from scratch or digging deep into the code and changing things at the lowest level, but rather it should mean working with a well-designed interface. There should be good test coverage, and you should be able to drop features from the product if you have to make a deadline, since that's better than half-implemented features that don't work or aren't tested.
I recently had a job interview with a game company, and had a list of questions about their engineering practices. After getting the pitch from the president, who talked about the hours they worked for the last title they shipped, and how they really really didn't want that to happen again - but he still said there'd be long hours - I knew that it would indeed happen again, and there was no point asking my questions since it was clear that the answer to a significant number would be "no."
I understand that there are things that make games different from other types of software, but good engineering is good engineering, and it should be adopted by the industry. That almost every algorithm is mostly R&D rings false to me, since most games sure don't feel like there's much new in them.
If there's something that the game completely depends on, and no-one knows how to do it, then don't greenlight the game. Figure out how to do that critical thing first, get it working, and then invest in the game. That's how things are done in the rest of the software industry, and it's a very good thing: it means as cool as an idea sounds, if it can't be done, you don't want to waste a lot of money on it. Lots of new features in lots of software is almost all R&D, but it doesn't mean the product can't be scheduled or that gobs of money should be wasted on something that might not go anywhere no matter how cool it would be if it worked. How much better would Oblivion be, to take a random example, if they realised early on that the AI sucked and they needed to take a different approach, and designed around that? Instead you can burn someone's house down as they happily tell you plot points in the story (or so I've heard - haven't played it myself).
I don't doubt that there are elements of game design which are very difficult to schedule. But to say the whole game is like that sounds like a cop-out.
Re:Open Job Security (Score:3, Insightful)
If we're having trouble making a living, it's because we always have to go out and reinvent the wheel. Eventually people get sick of paying again and again for the same damn thing.
Re:Education (Score:3, Insightful)
Supply and Demand (Score:3, Insightful)
I lasted 4 years (Score:3, Insightful)
It is a fast-paced, high-stress, thankless, low-paying, non-creative field. It didn;t used to be this way, bottom lines and the almighty dollar used to still play a big part in things but now it is just insanity.
I have personally witnessed more innovative and fun titles get axed to move the talented folks on the team to work on some budget title or licensed product to meet a deadline than anything else. It is disheartening for everyone involved, and crushing to many. Who wants to work like that? Not creative talented individuals, but code pushers who just work in the confines of some pre-built engine and collect a meager check.
I really want to see the Revolution make good on their claims of open/indie development for the system. Online distribution and a free/low cost accessible dev system would produce so many great and unique games. Xbox 360 is still too expensive and has too many barriers to really take off in this area and will just be a haven for ports and such, the Revolution has a rela chance to break into new territory and if they do I think a real revolution will begin.
The industry needs to collapse and come down off of this Hollywood emulation they so desperately cling to, it has become derivitive, immature, inaccessible, expensive... and for what?
Re:Prescription (Score:2, Insightful)
Lisp is able to represent some solutions in ways that are radically different from many other languages; being able to re-write the language itself via macros sounds like it would really make describing the problem (and solving it) easier to understand and maintain.
Sure, Lisp isn't the perfect tool for everything. But, I'll assert that it's good for more than simply mathematics or pure AI research. People have build web-based applications with it, even.
I even use a lisp-derived language at work for engineering analysis, and it seems to work pretty well.
Re:As an independent game developer... (Score:2, Insightful)
No. It's not. It's similar in many respects, at least on the software side. And as such it can take many of the principles from other forms of software devlopment. We still have some code to develop. We're still going to have to experiment and try different ideas.
It is true that many concepts have to be prototyped and tested before they're incorporated, since a formal test on the specification isn't going to be able to determine whether a game is fun, and a lot of the time we're developing completely new algorithms which is a bit of an unknown quantity, but the games industry is not unique in this respect.