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Features

Unionize Now?
"Inevitable"
Proponents
But
Tom Buscaglia, who calls himself "The Game Attorney,"
begs to differ. The only thing he believes is "inevitable"
is the unionization of the games industry.
"I'm
just not sure there's a way around it," admits Buscaglia, a
principal at Miami-based T.H. Buscaglia and Associates, who once
specialized in labor law but now represents independent game developers.
"The problem is that the crunch scenario has been built into
the equation; in a real sense, the publishers' backs are against
the wall. If they currently need their people to work 60 or 80 or
100 hours a week in order to build a game that sells for X
number of dollars, there's no way they can now tell everybody, 'It's
okay, we're only going to have you work 40 hours a week,' because
then their production costs will double. They can't be magnanimous
because they ultimately have to answer to their shareholders. And
so, in a way, having a union come in might take the heat off of
them. It might be a win-win situation."
It's
difficult to pinpoint exactly when crunch "got built into the
equation." Certainly, it hasn't always been so. At one time,
the game industry consisted of small groups of game enthusiasts
working together feverishly and endlessly to build a title they
believed in. They worked long hours because they were driven by
passion. But over the last 10 years, that model has pretty much
changed to a commercially-driven industry inhabited by big, publicly-traded
companies.
"What
you've got now aren't games emerging from the passion of individual
developers but repetitive products driven by economic considerations,"
notes Buscaglia. "We've got an assembly line of people working
on the fifth iteration of a football game that comes out every year
like clockwork and the passion is gone. They may like what they're
doing, but it's culturally inappropriate to continue the same model."
One
Spouse Has Her Say
That's
what EA_Spouse was referring to when she posted her open letter
regarding her fiance's working conditions. Speaking to Game Developer
(anonymously still, at her request), she reiterated how game-building
needs to be fixed from both process and management standpoints so
that deadlines can be met without extended crunch periods.
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What
Do We Want?
Remember
those old newsreels from the 1930s? Ford Motor Company goons
with baseball bats chasing down auto workers in old Detroit?
Most of the violence in our business takes place in our imaginations,
but overturning the current work practices of studios and
publishers will jolt us all, so get ready for reality - struggle
and strife. In my conversations, I hear developers yearning
for three things:
-
strict limits on time worked
-
pay for time worked
-
production organized well enough to eliminate "crunch time."
Unions
may help, but they hardly guarantee a life of ease. A business
that vaguely resembles our own - making movies - is heavily
unionized, but that doesn't mean cushy jobs. Everyone in Hollywood
works hard. Typically, craftsmen on a movie set sign up for
12-hour days. The difference is they get paid overtime for
four of those hours and we don't.
Some
of us believe that superior organization will contain the
extra costs of fair compensation. Are we right? Unless employees
are willing to duke it out, we'll never know.
-Hal
Barwood, Finite Arts
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"We've
followed a Hollywood model and it's become a train wreck,"
she says. "When a publisher takes a proposal from a [development
studio], there needs to be specifics - what that developer is going
to do and how, and how [the developer] is going to meet a certain
deadline because it has such-and-such resources. That's not what
happens now, and I know that because I've written proposals. Now,
a developer just says it wants to make such-and-such a game, and
the publisher basically plays Russian roulette with whether that
team can meet its commitments."
Since
her letter was posted, EA_Spouse reports that there has been a change
of tone at EA. When someone suggests that a design team needs to
go to a six-day week, the idea is immediately dismissed with a comment
like "No, we can't do that, not with all the publicity that's
going on."
"But
I don't think that will be very long-lived," she says. "In
my opinion, the only thing that will get publishers to budge is
unionization, which I believe to be the best solution."
EA_Spouse's immediate plans are to launch GameWatch.org, a web site
where game developers can share information about their companies.
"There
are some development houses, like BioWare and Cyberlore, that are
the good guys, who work hard to do right by their people and still
create good products," she notes. "I think other developers
need to know that. And so we're creating GameWatch.org,
which will be like a movie review site, only instead of critiquing
movies, we'll critique game studios. Our goal is to have it up by
June."
Purveyor
Of Continuous Improvement
In
Montreal, a man with the enviable title "VP of continuous improvement"
says he agrees with EA_Spouse when informed that she is in favor
of fixing the game-building process. He's Ubisoft's Michel Allard,
and he says that, without a doubt, the solution to the quality-of-life
issues is changing the way games are made.
"We've
formed an internal committee that's going through every type of
documentation on project management in all types of industries,
trying to learn from them to see what can be done in our business,"
he explains.
As
a result, Ubisoft has put into place a project management office
that supplies project coordinators for every team and that has developed
methods to better schedule and estimate tasks.
"We've
gained ground, but that doesn't necessarily manage all the types
of ambitions that are out there," he says. "Sometimes
the impetus to work long hours comes more from a certain bravado
or peer pressure than from management. So this is a multifaceted
problem, and it's our biggest challenge - to protect creativity
while gaining better control over our projects."
Specifically,
Allard says Ubisoft is paying more attention to the concept and
pre-production phases of the development process. There needs to
be someone, he notes, who says that the game will be just as good
without an expensive feature or a time-consuming addition.
"I
think the marketing people would say that, yes, we need all the
extras," he adds. "But whether we really need them is
not an easy answer to come by. I think we have a lot of good minds
getting together on this problem and, over time, we'll gain control
of it."
Allard
wants to believe that unionization won't take place at Ubisoft,
adding that unions are very capable of hurting creativity. "Whether
they will come is difficult to say," he concludes. "I
don't think any industry is totally protected from it."
Symptoms
of an Industry at Large
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First
Person
EA's
industry leadership and the critical and commercial success
of our games is a reflection on the high caliber of people
we hire in every job. They are simply the best talent in the
business, period. To keep our people motivated, we need to
constantly ensure that their creativity, hard work and dedication
is supported and rewarded.
To
succeed at this, we are committed to working with teams and
individuals to identify both strengths and weakness in our
processes.
That
said, we recognize there are legitimate concerns about work-life
balance in this industry. The game industry is going through
some significant growing pains, and as the industry leader,
EA is in the forefront of addressing these issues.
We've
got an ambitious goal: to set new industry standards for management
and recognition. At EA, we're listening and communicating
directly to our people and building a model for the best culture
and work environment in the entertainment industry, a place
where the best and most creative people can build and sustain
long-term careers making the world's best games.
-Rusty Rueff, executive vice president of human
resources for EA
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At
EA, there's no doubt whatsoever that unions represent the dark side.
According
to Rusty Rueff, the executive VP of human resources, "There
will always be people who want to step in and take a piece of the
pie or get in the middle of things without contributing to the growth
of the business. I personally don't believe that our people are
the type who actually want to have a third party representing them
and determining their wages, hours, or working conditions. And so
it's my job and the job of the leaders inside the company to ensure
that we're doing the right things so that those kinds of things
aren't necessary."
Rueff
believes that the working conditions and challenges at EA are symptomatic
of the entire industry, not just his company.
"We're
all trying to squeeze that last 10 percent out of the current technology,
which is a little bit less exciting than it will be a year from
now when we're working on the PlayStation 3," he says. "But
I do believe that getting better at project management, scheduling,
discipline, and pre-production - those are all things we all need
to become smarter at. Those are the things we aren't doing as well
as we want to."
To
that end, EA says it has recommitted to what it calls its X Process,
a production practice that has the team focus on the features of
a game prior to going full-speed ahead on a project. The process
also dictates that the team build one level of a game prior to the
studio committing to the project entirely in order to make certain
everyone understands what the game involves.
"We've
taken every studio person in every EA location around the world
through the process these last few months, and I think everyone
is convinced that we're serious about it," says Rueff. "In
my mind, it's like running a marathon. You want to make sure that
you have a kick left in you at the end, and you don't mind having
to kick if you don't have to start the kick too early. So we're
being very open with everyone and discussing when we think the crunch
is going to come, how we're minimizing the crunch, how we're working
together to determine what that crunch will be. Everybody at EA
has been communicated to and now understands this."
I
Want To Make Games When I Grow Up
In
a soon-to-be-published study by the University of Texas at Austin's
Digital Media Collaboratory, 310 middle school students in Texas
were asked what they wanted to be when they grew up. Of the 124
male respondents, the favorite occupation (out of 40 choices) was
professional athlete; the runner-up was video game designer.
Jason
Della Rocca, executive director of the International Game Developers
Association (IGDA), wonders whether those students will change their
minds when they catch wind of what a game designer's work schedule
and wages are like.
"This
is not just an EA thing," he says. "As word slowly gets
out that regardless where you work, the conditions are all miserable,
how easy do you think it's going to be for our industry to attract
new talent? When people start avoiding us because they believe us
to be a bunch of slave drivers, that's got long-term, industry-wide
implications. That's why the IGDA sees this as a very serious issue."
Last
year, the association did an informal survey of game designers which
revealed that about 30 percent of the respondents didn't intend
to be in the industry within five years; more than 50 percent said
they will be gone in 10.
"That
is a huge number," says Della Rocca. "Imagine if half
the people in Hollywood left every 10 years. What kind of experience
would remain? Where would the talent come from?"
In
terms of solutions, Della Rocca believes the industry has to enlighten
the rank and file as well as management. "Although they have
the passion, developers need to put their own brakes on, and they
want to have a life outside of the game industry because that will
make them better game developers. We need to educate the middle
managers, the project managers, and the producers - or bring in
outside management [to] deal with the chaos and the fires and the
pressures of managing large-scale, big-budget projects."
As
for unionization, the IGDA is what Della Rocca calls "union
neutral." He says it isn't the IGDA's role to condemn or condone
the creation of a union. "It's really the choice of the workers
to decide whether they want to unionize," he says.
Indeed,
it's likely the discussions will continue, the unions will pursue
educating about the benefits of organizing, and management will
try to convince game developers that conditions will get better
without unions. And some of those who are talking now credit EA_Spouse
for accelerating the conversations.
"EA_Spouse
just wants her man home at night," Buscaglia says, "and
I think there are a lot of people who feel the same way."
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