Beachside Burnout
The Team Bondi revelations shock few in the industry and that is a shameful thing.
Published as part of our sister-site GamesIndustry.biz's widely-read weekly newsletter, the GamesIndustry.biz Editorial, is a weekly dissection of an issue weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
It's not the celebration of the successful completion of a long and gruelling project for which management at Team Bondi might have hoped. Only weeks after L.A. Noire finally hit store shelves - picking up extremely positive reviews along the way - the studio is embroiled in a scandal over its working conditions, with present and former employees coming forward in droves to denounce the treatment of staff and the behaviour of senior management at the studio.
This isn't a new debate, of course, any more than it's a new problem. It doesn't take a very long memory to recall the "EA Spouse" controversy that erupted in late 2004 when Erin Hoffmann - whose fiancee was a developer at Electronic Arts - wrote a then-anonymous post heavily criticising the company's work practices, especially the unjustifiably lengthy periods of "crunch" which had become endemic at some development studios.
Work practices are absolutely going to have to change and improve for the simple reason that it defies all commercial logic to continue acting in this way.
As such, while actual apologists for Team Bondi are few and far between, plenty of the reaction from within the industry has been to shrug expansively and say, "yeah, it happens". After the EA Spouse affair shone a harsh light on this side of the industry, things did improve a little - but more than the Team Bondi affair itself, the "hey, that's life" response of the wider industry illustrates just how little we've really moved on.
It's important, of course, to be realistic. The games industry is a creative industry, and as such it's not always possible to place exact timelines on development tasks. Flexibility is often needed - more so on some types of games than on others, granted, but the point is that in order to meet deadlines and maintain quality, a certain degree of crunch is to be expected, and a certain willingness to view the project as a labour of love that deserves the odd evening of overtime is required of employees.
This is not, in any way, shape or form, a justification for managers deciding that crunch can be factored into their project management, or can last for months at a time. It's certainly not a justification for simply having no project management worth a damn at all, choosing instead to prop up the weaknesses of dreadful management by forcing employees to work unreasonable hours. Nor is it a justification for managers deciding that since the project is a labour of love, employees won't mind if that overtime becomes expected or even compulsory, rather than occasional and given willingly.
Yet this is exactly what happens at a truly depressing number of companies in the games industry - a proportion of them large enough, in fact, that firms who don't practice endless crunch as part of their development strategy find it worthwhile to promote this fact heavily in their job advertising. It says absolutely nothing good about the games industry at all that something which effectively translates as "we're not complete bastards to work for!" is considered to be a prime selling point when advertising for new staff.
The reason that apologists haven't exactly flocked to Team Bondi is that, even accepting that many ex-employees probably have an axe to grind and even present employees are liable to exaggeration, this still seems to have been an especially unpleasant and abusive situation. The work practices in question aren't uncommon, but rarely are they quite so harsh, so liberally used or so heavily enforced by a studio's management. Few really want to condemn the practices themselves, but even fewer want to be seen to defend a fairly indefensible situation.
Yet those same work practices are absolutely going to have to change and improve, not for the bleeding-heart sake of the poor oppressed employees, but for the simple reason that it defies all commercial logic to continue acting in this way. Squeezing your employees is profitable in the short term - few studios pay overtime, so you're basically getting enhanced productivity for the price of leaving the lights switched on a few hours longer, and possibly ordering in some free pizza. In the long term, however, it's a disastrous approach to doing business.
Why? Because if you mistreat employees, pushing them too hard and demanding too much, you end up with burnt out staff - and as one of the whistle-blowers at Team Bondi noted, the value of a studio lies in its staff, not in the room full of computers and fluorescent light-bulbs. Treating staff as replaceable parts - burn one out and swap another one in - is an approach to development that ends up being vastly more expensive in the long run than nurturing talent.
Sure, there are tons of young people out there who want to work in gaming, but trotting that argument out whenever people complain about working conditions is not just cynical and nasty - it also shows a pretty tenuous grip on reality. Yes, you could continually burn out your staff and replace them with fresh, naive graduates. Yes, in the process you'd conveniently replace people asking for higher wages with people happy to work for a pittance. Unfortunately, you'd also be replacing people who know what the hell they're doing and have the experience and understanding to turn out high-quality work in a way that fits into the development processes around them, with people who have to be trained up from scratch - and who's going to do that, if everyone worth their salt is already burned out and gone off to work in an industry that doesn't treat them like pack mules?
Change requires an understanding of development as a team effort - a swift fall to earth for the egos of development 'auteurs' who see their studio as a backup team for their own magnificent vision.
This isn't complex or difficult stuff, but implementing it requires cultural changes from developers. It requires an understanding, for a start, of development as a true team effort - a swift fall to earth for the egos of the thankfully dwindling number of development "auteurs" who see their studio as a backup team for their own magnificent vision. It requires an understanding that in any team, as in any machine, if you keep burning out and replacing parts, overall performance inevitably suffers. And it requires a clear recognition of the fact that for all that many young people would love to get into game development, few of them have the skills and even fewer have the experience to actually do it, so holding on to the talent you've got is a far better idea than hoping to exploit fresh-faced graduates on a rolling basis.
This latter point is one of the areas where the games industry is most curiously discordant, to my mind. On the one hand, we constantly hear about how the industry is starved of young talent, how schools and universities aren't teaching the skills game development actually requires and how difficult it is to recruit the kind of people needed for highly skilled roles like programming or animation. On the other hand, some of the same companies which bemoan the lack of new graduates seem to be startlingly willing to watch experienced, talented staff walk out of the games industry and off to pastures greener when they hit their thirties and want to do crazy stuff like spending time with their children or altering their diet so that it doesn't consist of free pizza in the office six nights a week.
Team Bondi is going to suffer huge reputation damage in the wake of this affair - that much is a given - and much of that will reflect personally on studio boss Brendan McNamara, whose personality seems to be at the core of the whole rotten affair. More worrying for McNamara and his studio, however is the implication that Rockstar was no more enamoured with the management style than the staff were - that's the blow that's likely to hurt the most. Yet rejoicing the "punishment" Team Bondi will receive for its behaviour is both unconstructive and unpleasant - and it misses the true point entirely.
That point is that while Team Bondi may be an extreme example, it remains an example of something that's still widespread in the games industry - a culture of undervaluing talent and acting as though the fact that game developers love their jobs is reasonable grounds to chain them to their desks. Like EA Spouse before them, the Team Bondi whistleblowers have highlighted not just a flaw with a single firm, but a malaise with the industry as a whole. Publishers and developers are lucky, lucky companies, because their employees do often truly love their jobs. Rather than abusing that love, it's time more firms started thinking about how to nurture it so that it lasts a lifetime, instead of flickering for a handful of project years and finally burning out.
If you work in the games industry and want more views, and up-to-date news relevant to your business, read our sister website GamesIndustry.biz, where you can find this weekly editorial column as soon as it is posted.
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Comments (46) Latest comment 11 months ago
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They may not have the pool tables and death match sessions in the office etc, but they do have a management that appreciates them, a better salary, and a job that allows them to have a life.
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The games industry is like a bunch of cowboys running wild, rather than a professional business.
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Crunch as a productivity boost should only be used for very short periods of time. I believe Bungie has regular short crunch bursts but they space them out far enough so the employees recover from them.
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honestly, this was utterly pointless, hard to criticise, as it's just repeating the story, and adding "this is bad" after every point. did you write it in crayon Rob?
/spartacunt
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"reaction from within the industry has been to shrug and say, 'yeah, it happens'... the 'hey, that's life' response of the wider industry illustrates just how little we've really moved on."
Closing paragraph:
"That point is that while Team Bondi may be an extreme example, it remains an example of something that's still widespread in the games industry"
Well done Mr journalist. Something even the most casual gamer could have written, with zero analysis, quotes, conclusion or insight in between those identical opening and closing statements.
How these articles appear as an industry opinion piece I'll never know. .
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Why? Because I have senior management who understand how things should be done and I have line management who know what they're doing. So we get proper project management and proper team management. The one time things looked like going haywire, did we let it go haywire then do a 'crunch' to get out of it? No. The senior management sacked the project manager and put someone else in charge who got things back on track sharpish.
Let's call 'crunch' what it is, which is 'employee abuse to make up for poor management'. As long as it is exists within the industry, the best people won't want to work in games. Why do that when you can go work for say a pharma company, earn three times as much and get to spend your weekends having fun? Because making game is 'fun' you say? Doesn't sound much like it does it?
Jon
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If you have eyes that read you may remember stories that EA work their staff hard, as did Team Bondi, I have analysed this situation with my experienced, critical eye and concluded that this is bad for morale, m'kay? Put that in your teacup, you may need it for later.
Now, you may argue that like most industries, developers push their staff more than the staff would like, and that with so many people trying to get into the industry, the realities of the market mean Team Bondi can continue pushing staff to maximise profit from minimal investment and that the casual gamer on the street will never know. Or perhaps he knows but doesn't care, walking off in his Nike's and Gap cargo pants.
This opinion is different from my own, so I either won't mention it, or belittle anyone who may share this incorrect opinion. Ha ha, dear reader, stir that into your tea cup, and please switch off your brain before you continue reading, of course, you stupid cunt. You're probably not from the street, like I am. White middle class readers, or as I like to call them, "the cunts", may not understand. But you're all wife beating cunts anyway, honestly, you sicken me, of course.
Where was I? Oh I live in Japan, swanky eh? I'm just better than you in every way, accept this.
Now, back to the article, yes, Team Bondi are bad, but teacups are good, so they must change for the good of the industry.
Have you all got that? Excellent, I'm sick of dumbing it down for you cunts.
/robster
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There's not a "creative" industry in the world that doesn't routinely expect regular periods of free work in exchange for a bottle of shit lager and a pizza. Homogenisation of business model, in the sense of ever-growing large networks controlling ever-larger pieces of the pie, is - in my humble - an essential factor. As a yout', it's kind of exciting. You get to crunch time, or pitch week, or whatever, and you're all there til 1am, thrashing out the work - with rapidly dropping levels of attention span and abstract reasoning because you're so fricking tired, with all those warm delicious thoughts about impressing the management and doing your bit buzzing around your noggin. By the time you're 30, you take it for granted. It's just what you do.
And you do it because you've worked hard to get a job at the biggest and the best, you know that there are people willing to do your job for less hanging around the front door waiting for an opportunity, and by the time you're the aforementioned 30-something and have a lot more to lose, you (perhaps) feel that the quality of life you're offering your family in terms of salary and other benefits is too important for them for you to start taking a stand now.
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Doesn't make it okay of course but the games industry was built on the backs of bedroom coders who worked 'crunch' hours at all times due to their passion for their craft. Unfortunately now with bloated budgets and production line like game development it is never as romantic or sustainable as thousands of industry workers suffer from burn out.
Sadly there's thousands ready to replace disgruntled employees so practices do not change until someone steps in and forces change.
This is the same in all industries and is made worse by the current economical climate where it's widely regarded that to be employed is to be 'lucky'.
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I'm not sure I believe this.
It seems to me that the games industry simply hasn't embraced the project management approaches that every other industry in the world applies - i.e. expending a lot of energy at the start of the project to properly scope and resource projects and ensuring an ongoing process of review (of costs and programme) during the project lifecycle.
Until the games industry embraces the fact that it's a business, not a personal vanity project for a few developers, we're going to continue to see this sort of thing along with massive cost overruns and huge delays to release dates and ultimately companies will go bust and people lose their jobs.
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You are a Monumental Cunt.
That is all.
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I'm not sure I believe this. "
I'm pretty sure I don't because it's cobblers. The whole idea that the games industry is somehow different to every other software sector because it's a 'creative' industry is a completely spurious notion the games industry tells itself in a desperate attempt to appear cool. It couldn't be more false. The vast majority of work in a game is engineering. It can and should work to good engineering principles and practices, of which 'crunch' is the anathema.
Jon
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Back ON topic, unfortunately we won't be seeing any paradigm shifts in management styles or project management until it becomes more widespread knowledge, particularly with students starting a 4 year degree with the intention of entering the industry. The talent needs to dry up, in which case the industry will have no option but to change practices and focus on talent retention rates.
Wishful thinking, of course, but as Rob says, it's crazy that this is accepted as the norm in an industry that should be supporting, rewarding and at the very least, achknowledging the efforts, talent and commitment that goes into getting a product onto the shelves.
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Well done. You're officially the stupidest prick ever to post a comment. On the entire internet.
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INTERNET CLOSES DOWN.
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'it takes them a while to get used to the idea that the norm is working 9 to 5, 5 days a week, and its only maybe once or twice a year when they'll be asked to do anything else.'
Holy crap - I need to get a job at your company - I've been working as a developer for around ten years now (generally for medium/large companies in the financial sector - not in the gaming industry) & I've never been lucky enough to work at a company where developers expect the average day to be 9-5.
My average working day has always been 9am -7(ish)pm.
Except at the end of a project where it's always crazy hours.
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S'all good, we got World of Goo out of that.
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"Well done. You're officially the stupidest prick ever to post a comment. On the entire internet."
1st spot is always reserved for you, whether you choose to use it or not, nobhead
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I work in IMAC projects for the IT industry, not gaming, but our working practices are exactly the same as Team Bondi. The company before that were the same. It's called the free market, if you don't like it, quit.
I don't like it, in fact I hate it, but guess what? My opinion doesn't mean shit. So I live with it, cause I like money, and that's how business works. Let the staff go elsewhere, they'll be replaced by eager college grads on half the pay instantly.
Suck it up, or shut up.
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I am not sure why game companies would feel the need to change these practices... they appear to be making money just fine using this model, and as we all know, gaming is now a proper grown up business that isn't about bedroom coders anymore. As depressing as it is, that means that while the games industry is still in the grip of amateurish project managers, creative people who may not have any management skills, and the bag of development cash being held in the hands of even more business-minded publishers, that there is no actual need for them to change, despite how damaging this may be to some creative individuals further down the food chain.
At the end of the day, I am one of the people responsible for this, because I bought a copy of LA:Noire. If there had been any momentum in the industry to blow the whistle on this before it was released, I'd have had the quandary of whether to pay the developers for their time, despite their tyrannical management, placed firmly on my shoulders, as was the case with Red Dead Redemption when we all saw what Crunch was doing to them over there.
The RDR thing would surely have been a more relevant recent example to compare the Team Bondi situation with, given the involvement of Rockstar in both projects, especially given the fact they seemed complicit in these practices for RDR, and appalled with them for LA: Noire... perhaps this article should have asked whether that shows a move in the attitude of Rockstar, or a glaring act of hypocrisy.
Maybe we could do that next week?
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because bad "management head-person" is also available on other kind of industry.... job... work....
but these articles about team bondy is exposing these "bad" condition, to let the world know and maybe it all will change to be better.
sorry bad english...
and im skeptical in my country it will be any better. we havedisfucntional worker protection comitee, disfunctional law enforcement, disfunctional consumer protect comitee.....
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my guess is if there was some sort of games industry union then this situation wouldn't happen as much or as frequently.
its true a lot companies survive off employee goodwill.
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This kind of thing screams of poor planning, poor process flow and poor resourcing. The thing is, usually in that kind of situation it is at least balanced by someone with decent HR/soft skills. But many of these unrepentant fucks come across as absolute cocks who treat their staff like indentured servants. I'm not sure why they're in charge in the first place, but it is evidentally not through actual management experience.
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THEY GET FREE PIZZA?!
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Me: It was made in a sweatshop under horrible conditions.
Wife: Wow, just like my new dress!
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For another thing, if Rockstar doesn't appreciate your employee abuse, you know you're really bad. Similar stories came out of RDR's development.
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For instance, the author fails to mention that Rockstar's previous hit Red Dead Redemption was itself hit with criticism about extended crunch time.
A much better article is here:
[link url=http://arstechnica.com/gaming/news/2011/05/the-death-march-the-problem-of-crunch-time-in-game-development.ars
]http://arstechnica.com/gaming/news/2011/...[/link]
They even bothered to fact-check and get some quotes from doctors and industry experts!
Finally, it's fiancé, not fiancée. They're gender-specific.
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Playstation gamers are probably familar with their work (Buzz-franchise sold 8 million, and their own franchise Blue Toad Murder files also are there). More people could check their work out, now that they are multiplatform.
Blue Toad Murder Files is on PC aswell now (Less than 5 euro at Steam), and Quiz Climber came out on Iphone earlier this year.
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i have been in the game industry sine the mid 80's so i have seen most of the crazy stuff, anyone remeber the PSYGNOSIS case ? IMHO this teambondi thing is nothing compared...
the first 10 years or so i was a true bedroom coder,made various titles for the c64 and Amiga and sometimes i worked from 7 in the morning monday to wednesday evening in one go with no sleep, but yes that was my own fault/wish but later when i joined real companies i was asked to do overtime all the time or rather they set deadlines that was impossible to hold unless u put in insane overtime.
I always accepted overtime and still do it today although in smaller scale only and on rotation (2 weeks overtime with proper pay and then 1 week off) and i feel that for me it works with overtime.
I have lots of friends working in other types of jobs (shipyards,welders etc)and many have 12h days with flat pay , its quite normal and well its mostly accepted in the long run.
Btw, i was a IT Network admin(large coroporate company) for 3 years, i get nearly double the pay by beeing a game dev compared to that pay and that was rather good pay also due to better bonus system etc.
The thing about working with games is that i can get my creativity out to the people,much like any artist and to some money does'nt matter all that much but in all companies i have been we always got bonuses and good stuff to show gratitude or whatever from the management,but then again i am a senior and has seen most of the shit possible in the industry so i know where to look when i apply for a new job.
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That's kind of ironic. :-/
Brendan McNamera (Team Bondi-studio head) used to work in Psygnosis, saw some dude on the arstechnica-forum (message #45 got link) said he worked under him there, and Rockstar-people where DMA Design back then, who Psygnosis used to publish for..
I remember I allways where happy when the Psygnosis-owl came up, it meant I where about to play an awesome game.
Didn't know they had bad work-conditions tough.. I tought they where just super-awesome.
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Note: IANAM
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yeah well there is a lot more to it really..
Back when i was looking for a publisher i always wanted it to be PSYGNOSIS and it happened
When SONY bought them they started changing things and things became much better, i worked with em after the takeover aswell and it felt like a diffrent company.
Sony moved way from the Quality branded name due to history catching up with them (most likely) as the internet started getting very popular so people got to know what psygnosis had done in the past (not paying developers at all, financing stuff that they knew would not work(Laundry??), lie about sales numbers (developers got like 7 to 25 percent pay per copy of all copies sold etc so it was crucial).
(even though this was the old PSYGNOSIS from the mid 80s' to mid 90s.)
just as a heads up, DMA Design (rockstar north), Reflections, Bizarre, Rebellion, RAGE, SCE London, SCE Cambridge, SCE Liverpool, Incognito,DICE and many more comes from the PSYGNOSIS banner , in either by publishing or developing as PSYGNOSIS did both in 80's and early 90s.
All in all, if Psygnosis had paid developers and finished contracts and been better to people we would still have it and would still mean quality, atleast thats my 2 cents.
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Not a bad article, as always Rob could have expanded it further with some actual analysis and exploring sideline arguments. For example he mentioned that the crunch burns out experienced individuals and makes them want to leave for somewhere where they won't be exploited, what about the poor bastards who don't even last that long? The entry level guys who as soon as the game passes cert get laid off? At the end of my stint almost the entire QA dept was consigned to the scrap heap while the two dev studios had their completion bonuses doubled and given 2 weeks respite fully paid, as bad as any working conditions might be they can't possible be as bad as counting down to the day you'll be unemployed while your colleagues are reaping the rewards for that "labour of love" you all shared in together.