Developers Unite (With Unions)
by Chris Remo, Oct 19, 2005 10:30am PDTOver the years or so, there has been growing awareness and public outcry that the draining working conditions and pressures of game development have gone largely unaddressed by the game companies maintaining them. The infamous blog post by ea_spouse brought these concerns to a head. A lawsuit against EA launched by a group of artists was recently concluded in the artists' favor, and a similar lawsuit by programmers is underway. However, many claim that such measures are simply temporary fixes to larger problems, and more fundamental action needs to be taken. Joe Blancato says, "Code Union, Code Better," encouraging developers to demand unionization of the games industry in order to be better able to lobby for better guaranteed working conditions and hours.
Is our industry really so heavenly we don't need the comfortable assurance of tenure and normal work hours? Any victim of outsourcing or frequent "crunch time" is crazy to think so. No, things have swung in the direction of upper management, to the point where workers are forced to accept low pay and long hours out of fear, and it's time to bring the equilibrium back to balance. It's time to make Electronic Arts a union shop. EA employs 2,500 people inside the U.S. They boast that none of their employees are "represented by a union, guild or other collective bargaining association." But really, why aren't they?Frustrations with the developer/publisher relationship have been emphatically stated even by developers who have been extremely successful in the industry, such as Naughty Dog co-founder Jason Rubin, who left his studio in 2004 following a well-publicized address to developers demanding they lobby for more recognition and control. Is unionization the answer, though? It's hard to say. Game development is still one of the most sought-after jobs around, and starting a union system for the industry would be a great challenge at best.
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Comments
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The solution is eliminating the middle man, which in this case is the publisher. Steam started the ball rolling.
Though I think Rag Doll KF is an awful game, it does show that the little guy can get out from under the foot of evil publishers.
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Either way, I hope that a union really does work to protect the rights of those in the game industry. At the very least it will hopefully provide incentive for companies to treat their employees right and not to be idiots managing their projects. Any company that does their employees right shouldn't have to officially unionize, imo. If there is a good relationship between managment and the employees there is no reason to bring a third party in there.
Obviously there are cases where protection for the employees is needed.
We'll see. Unions serve to make money for the union on top of everything else, so like any major corporation the concern for the little guy isn't always at the top of the list.
A sidenote, I just back from working an 18 hour day. This could have totally been avoided if the project had been properly managed (which it wasn't). Shit like this is why I don't cave on deals anymore. If there is going to be overtime or insane hours, it sure isn't because of anything me or my guys have done.
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"Well, we were going to have this whole awesome airboat stage in Half-life 2, but it would have taken some long hours to get it out by the publishers required release date. The unions said they wouldn't support the extra work if we didn't pay the artist and programmers double over-time, so we had to scrap the whole idea. Now Gordon Freeman just runs down a hallway to get to the next stage."
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The reason developers want unions is because game development is not a just a job. It is something you put your pride and life into. When a team of thirty busts their ass for two years to make an awesome game, it absolutely kills them to watch it sell 2+ million, make the company 20+ million, and they don't see any of that money. All of the execs suck all of that money up. Execs that had absolutely nothing to do with the game being great. It was all on the team to make it great.
That is the chain of things in other industries as well, but those are typically 9 to 5 jobs where you don't have to put yourself into your work. It is different in making games and if you can't understand that, then maybe you should find out why.
Free market says find another job, but the game industry is small. Especially if you can't relocate across the world (some people actually like to live near their families). I myself have been out of a job for two months on that principle, and I have one prospect left. Otherwise, I'm leaving the industry for something sane and actually profitable.
I really can't understand why people are so fucking harsh on developers here. Happy developers with some cash = better games. Developers want to make awesome games- that is why we are in development. I don't think any developers want to charge more for games- that is those same god damn exec's again. You people want better games, don't you? Do you really think great games comes from sweatshopping developers and having management keep all of the profit?
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The solution is direct digital distribution. Period. Dont get rid of a couple of middlemen. Get rid of ALL of them.
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Don't you think you need to experience development before you can be pro or con? Get the whole side of the story?
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As I understand it, coders need to "buckle down" and basically time viewed as traditionally OVERTIME isn't really viewed correctly anymore...? They will have to recompile/test/debug/test/recompile/whatever for 20 hours in a ROW and that's just how the best results are met?
So, I wonder if the worker compensation can be more tied to game sales, keeping executive compensation linked to stock price/bond rating/gross sales (meaning ALL titles sold). This means a lower salaried position but contractual compensation from the game sales. It seems the hourly model doesn't really fit coding... ?
Thoughts/comments?
Unionizing I would hope is a last resort, but at an impass, might be necessary for the video game creation industry to force some action, even if it's just blunt negotiations in front of the THREAT of unionizing. But just going out and starting a union seems a little unwarranted and perhaps detrimental to the overall results they are seeking.
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not to say every dev is perfect, i've worked for some bad ones. and i know people personally who have been way more screwed than i have.
and personally i think outsourcing is great- provided its used in conjunction with in-house employees who coordinate and establish the base work. contracting is great also, not everyone can or will move to a strange city just for a project.
anyway, i'm all for unionizing, but i'm doubtful of its effectiveness like the article said. too many youngins comin into the industry who are willing to endure shit because they caught a break, unless the unions were able to throttle their employment somehow =)
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Way too many kids are graduating with degrees in Game Design or Art for the number of jobs out there. Small companies need the best employees they can get and they will hold onto the employees they have that they feel are indispensable. However big companies will usually shoot for a volume of decent guys, but they will have young talent moving up who will eventually replace the experienced/talented workers. This is why employees at many companies will do anything to keep their jobs. Plus there is all of the new talent coming out of school or being laid off from other companites. Because of this, they would rather crunch for months or work for little pay in hopes of keeping a job.
Personally, I work for a great company and love my current job. However I have met guys that are just beaten down at other companies and want to quit the industry altogether. Some crunch time in the entertainment industry is to be expected, however compensation should be too.
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- Some people will get screwed by their boss because they can't fight for their rights. These people can't just quit because they need cashflow, or are not able to find another job.
- Other people will be able to stand up for themselves and excercise their right to quit and look for another job if they don't feel like their current job is good enough.
Some people seem to think that only 1 of these 2 scenarios can exist.
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Ugh, what a mess...
Capitalism is built upon making money, and only making money. Morals, pacifism, social repurcsions, etc don't come into play in a capitaslistic economy. I'm not saying Capitalism is bad or evil; it's the reason we are one of the most influencial economic powers in the world: it works! But like I said, capitalism doesn't take into consideration any variables except monetary ones.
When it comes to game development, the industry started as a hobby for just a few. As its popularity grows, the entire dynamic of the industry is having to make a shift in order to cater to the new demand for more and more games. This is why you see more and more big-bosses in the industry, and fewer independent development firms. The games industry is becoming a true capitalistic industry, not a hobby. Therefore, the companies who are putting out these games need to focus efforts on making money, cutting costs, and maximizing profits. The employees, in turn, need to start realizing that what's best for the company no longer corresponds with what's best for them prsonally.
Unions have been largely successful because of the power yielded in numbers. However, with the increase in outsourced labor overseas, I'm worried that unions can really start to threaten and hurt our industry. Hopefully, gaming can hold onto the aspect of it being innovative entertainment, as well as an art form; therefore talent will be able to overcome the attraction of cheap labor to pump out a product.
Oh well, I'm rambling on. Wish I wasn't at work so I could come up with a well thought out response instead of this mess. Regardless, I hope for the best of the industry, as well as the developers, because without one, you can't have the other...
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I am glad to see a push to unions (finally). This is an industry that for YEARS has reminded me of the industries in the past that forced unions to come about in the first place. Shady employment practices, shady hourly vs salery contracts, shady overtime requirements, and the list goes on and on. I have two friends that went to work for Company X in Anytown TX. The environment they described to me was just downright scary! So many general abuses of employment that even the most basic union would be able put some leverage back in the hands of the workers.
Its sad what bad press unions get. Most people just hear about those that want more pay and the spin that those people are driving the company into the ground. Most people hear about the unions on strike because they want more break time. Most people only see the digs on unions on TV where issues are exagerated. The truth of the matter is that companies are out to make money and will often shit on those that help them get there as they are blinded by the big $. Unions are the only way to keep that in check, and thats a very good thing (tm).
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Huh? I'm curious to see how you can justify that statement. Perhaps on this site and in the gaming community game dev is all the rage, but I don't see how that translates once you leave the community.
Any stats to back this up?
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http://news.zdnet.com/2100-1040_22-5889713.html
"He said the artists who are reclassified as hourly would likely get more supervision and be assigned work-related quotas, resulting in less job satisfaction.
"Think of it more like a factory worker," he said. "The assembly line just sped up."
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Interesting read thus far.
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With a small company you have a much better shot at being worth enough to get deserved compensation. When you work for EA, asking for better compensation obviously better come in the form of a lawsuit or your resignation. Organizing labor so that these sequel-factories can't exploit their workers is not going to significantly affect the quality of games or the price of games.
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Usually QA dept has a much smaller budget than dev as well, usually only a few members have modern day computers, but thats also because they need to test the spectrum of configs. But I mean its bad where I used to work. Broken hardware everywhere. Usually the new guys had to use the monitors that didnt display red, pig-pen cubes, et cetera.