|
Spontaneous action on the internet is invigorating, but if all it does is create a short-term media buzz and collect anonymous missives of support, there is not much lasting momentum. As Paul Hyman asked in his May 13, 2008 Gamastura Feature, "Quality of Life: Does Anyone Still Give a Damn?"
So what should video game developers do? What do they want to do?
An additional action is possible, and that is the formation of a legal union or guild. This seems like a very large challenge, because most assume that the perception of unions in the game industry and in other high-tech industries is negative. But some prominent voices are in favor.
In a March, 2005 Gamasutra article on unionization, Paul Hyman quoted attorney Tom Buscaglia as saying, "I'm just not sure there's a way around it." In the same article, Erin Hoffman was quoted, saying, "...the only thing that will get publishers to budge is unionization, which I believe to be the best solution."
And the 2009 IGDA Quality of Life Survey shows that they are not alone. The following graphs show developer responses to two questions on unionization.

These results are more positive than some would have anticipated, but there are still a number of features of the traditional union movement that seem antithetical to the work of game development.
High mobility among video game developers is a powerful deterrent to unionization in North America because the certification and bargaining model is "enterprise-based." This means that individual unions or union locals of the same parent union are formed on a studio-by-studio basis, so all the negotiated advantages held in a collective agreement are linked to the ongoing employment relationship at that studio. This model does not fit a highly mobile industry where workers move from project to project and studio to studio; it is not worth it to fight for individual conditions at one studio if you do not intend to stay. It is also the reason people say that unions will increase production costs at one studio and make them uncompetitive compared to the guy down the street.
Mobility also poses challenges to typical union pay structures, which are based on seniority and long term service. Many see unions as anti-creative and antithetical to the meritocracy system that anchors excellence in technology-based industries.
Seniority is seen in direct contrast to the recognition of merit and to developers' self-perceptions as high achievers who continually learn, enjoy challenging assignments, and advance based on accomplishment. In this environment, reputation and skills are a driving factor to success, not necessarily time on the job. This was actually the consolation prize in the Rockstar San Diego case.
Several comments in the "Wives" online thread consoled the beleaguered team, saying that the boost to their reputations from delivering an amazing game under extreme conditions would be worth it in the end. One called it a "golden ticket" on their future resumes. They are trapped in an informal reward and punishment system linked to building a desired reputation. They are promised future benefits and rewards if they consent to overtime, but are threatened with a professional stall-out if not.
So, are unions not a viable alternative? Perhaps not in their traditional form, but other models are possible.
An industry-wide, multi-employer certification and negotiation process can address many of the above obstacles to unionization. This means that individual developers would not join a union or a union local at their studio; similar to the scope of the IGDA, they would join a single union representing video game developers across the industry -- nationally or even internationally. The agreements bargained between this union and an association of video game employers would set the standards across the industry and therefore remove the issue of studios competing against each other.
Other systems like this are in effect elsewhere. European countries are known for their centralized industrial relations systems, where most minimum standards are negotiated between unions and employer associations at the industry level. The auto sector in North America regularly engages in "pattern bargaining," where a standard template is applied across the main auto manufacturers so that none are disadvantaged with respect to the other. Unions in the film and television industries have been working under similar systems for decades.
A further legislative option can be found in Status of the Artist legislation that stems from a 1980 UNESCO recommendation. A form of this legislation is in place at the federal jurisdiction in Canada. A variant, An act respecting the professional status and conditions of engagement of performing, recording and film artists (RSQ c. S-32.1) exists in the province of Québec, Canada. This system for the performing trades allows for social insurance plans that follow you throughout your multiple employers and is an early adopter of the principle of portable rights as is used in the U.S. film industry.
Under this system, artists can also benefit from the state's health and security plan, and co-regulate the sharing out of incomes drawn royalties and residuals. Moreover, the act's provisions for respecting professional status can cover the appreciation of merit. This system promotes a minimum standard hiring contract, but allows for better conditions should the artist be more in demand or more prestigious. Similarly, individual negotiations or "above-scale deals" are a long-time industry practice in the motion picture and television unions.
In the 2009 IGDA Quality of Life survey, 64.2 percent of the 2,506 developers who responded were poorly informed about the labor laws where they live, and 63.4 percent said that they did not feel the laws would protect them sufficiently should a grievance arise with their employer. In material terms, developers are not void of motives for collective action, and yet their current individual and collective means seem unable to fix systemic problems in the industry.
Unionization is an option, but it will not be successful without a dramatic increase in knowledge among developers about what options are available in terms of union models and a greater understanding on the part of existing unions about what developers need. Maybe it is trite to think that as democratic institutions, unions are what their members make them. In the meantime, developers will rely on the good will of their employers and the success of their games as they build their reputations and individual bargaining power. And we will all wait for the next powder keg to be posted online.
|
For more information about Quality of Life in the video game industry also have a look at http://gameqol.org
You can download and comment on a new report co-authored by me and Marie-Joseé Legault
about the 2009 Quality of Life survey that was administered by the IGDA.
This site is also an archive of the Quality of Life related stories that pop up online and in the news.
The impression that this is fun and games, overriding practical consideration, is a pervasive viewpoint held by all but the most savvy of non-developers that the serious game community works with.
Can you clarify the distinction between commercial and 'serious' games?
Despite the challenges described in this excellent article, the entertainment-based commercial games segment of the industry tends to be more mature in terms of funding models, development expertise and general recognition than the serious games segment.
The comment was aimed at raising awareness within the game development community at-large about the steeper challenges facing this sub-industry. The question seems to reinforce the point.
EA did not ban work on Sundays after EA_Spouse. Was that only at EALA? Certainly at EARS Sunday became the new Monday many times after EA_Spouse. I'm curious where this information came from?
Thanks for your inquiry. Unfortunately I don't have a satisfactory answer for you. Over the years we reviewed and gathered a lot of information from published sources, news sources and social media. I have trolled through my material and I am coming up short with a specific reference for this information. The trouble with online sources is that they often vanish and I am afraid we did not practice our due diligence with saving a copy of this one.
I would be interested to put this out to the community to see if anyone has more information about EA's response to EA Spouse or to the law suits that occurred in the same time period. I do have this link: http://www.joystiq.com/2004/12/02/ea-responds-to-disgruntled-spouse-in-le aked-em
ail/
From comments below @Samuel Burnstein it seems like any policy adjustments that might have been made were short lived.
Thanks for reading!
Thanks for your inquiry. I found out the source, but it has disappeared from the web... it read : Once the EA Spouse, Erin Hoffman fights to keep the video game industry in check - February 27th, 2007 - By Ted Boscia - PALO ALTO, Feb. 27—In late 2004, Erin Hoffman sounded the alarm about worker exploitation at video game publisher Electronic Arts. Now she’s trying to keep EA and other gaming companies from hitting the snooze button and lapsing into old habits.... It was Erin Hoffman telling this about banning work on Sundays. If you want the whole, just ask me!
Then again its why I dropped out of MBA business school and have been self employed most of my life. Its also why I eat free range and organic foods, I'm nutty that way, I think quality of life matters, for everyone and everything.
Great article by the way.
edit: Executives/marketing are usually much more the culprit, but I wouldn't exactly put executives in an envious position work wise despite how their job generally comes off.
The answer is for independants to avoid entangling themselves in debt and a lifestyle that requires a certain cash flow that ends up being a faustian bargain chaining them to their fulltime jobs and trading their tomorrows for a little of todays comfort.
With that in mind, I don't think the industry as a whole is bad. I think it's just that there are some parts that are very very bad and give it all a bad name. I have never worked unreasonable overtime as a developer. The worst was fairly isolated as there was a major bug found really late in alpha.
I'm generally not in favor of unions for skilled labor. The companies that treat their labor the best will get the most skill and produce the best results. The market rewards treating skilled employees well. It's not like unskilled labor where you are treated more like a commodity.
This compared to another gig at a much smaller studio, where I was working 12-14 hour days regularly, had horrible pay, would often be yelled at by producers, and where there were a number of walking HR and contract violations (such as being payed days or even weeks late), and which is a company which will probably never get called on it.
crunch." So almost half of the 3000+ people who answered that survey do not crunch. That is a great news story about the industry! (note, not all the respondents were in core dev though).
The important message is this article (I hope) is bigger than crunch and OT. In all workplaces employees need to have an effective means to voice their opinions and concerns and have a hope of seeing them addressed.
@Dimitri Del Castillo - I totally agree with you. Game devs need a way to influence their workplace to make it better for them - quitting is a bad solution to long-term problems. The question is...what other solutions are out there and which ones work or might work?
Want a recent case study - http://www.gamasutra.com/view/news/184395/THQ_denied_quick_bankruptcy_sale_in_wa
ke_of_creditor_complaints.php#.UO8a9m_7IaY
The executives who drove this company into the ground have literally made a fortune off the company and now the developers are the ones paying the price. AGAIN. And this has been OBVIOUS for 5 years. It has to stop.
There is a dire shortage of potential employees in my home city and everybody keeps acting like they have no clue why.
Last year, I went to a job interview that lasted for an hour and a half. I talked to three guys at the same time: one did his best to convince me they didn't need me, another was openly hostile, and the last one spent the entire time contradicting all of my opinions just to prove he knew better. They basically spent an hour and a half trying to make me feel bad about myself. They seemed disappointed when I eventually declined to take a test.
Fortunately, the situation is actually improving. Roughly half of the workplaces in this city (or at least half of those that I'm aware of) are decent. The job I have now is the most balanced and most creative ever, which is a bit ironic, because this is a porting company that doesn't make games of its own.
--This attitude needs to die. If the industry is to progress in any way, shape or form, this sort of machismo needs to go. There is nothing macho about making video games, or crunching to make a video game (Nor should there be). Crunch doesn't build camaraderie at all, crunch just simply destroys lives.
1. Do we work OT?
- If we do? Then go to next question:
2. Why do we work OT?
- Did we underestimate: Workload, Time, Difficulties or Plannnign needed.
- Or, did we even negotiated the price totally wrong? Meaning we got underpaid and we pay the price?
3. How do we cope with planning?
- Do we keep the scope fixed or do we keep adding tasks?
- If we change scope do we adjust dates? Or dates are fixed and we keep adding to the scope?
Overtime should be treated as a instrument. The instrument gives an indication if something is wrong, in this particular case: Overtime. Overtime should be a serious indication that something is wrong.
Overtime will always be there, but should be treated as something you want to eliminate or minimize. If OT is used regularly and often then something is clearly wrong. Either the planning, budget, scope or knowledge, has clearly failed.