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Video game developers have other options for collective action as well.
The industry has a non-profit professional association in the International Game Developers Association (IGDA). According to its webpage, the IGDA mission is: "To advance the careers and enhance the lives of game developers by connecting members with their peers, promoting professional development, and advocating on issues that affect the developer community."
This is important, because high-tech labor markets such as new media and video game development have high mobility and limited employer investment in training; therefore, professional associations play an important role in improving their members' opportunities for finding employment in the regional labour market, helping them to improve their skills, and improving their individual negotiating positions.
According to the work of Chris Benner, Associate Professor at UC Davis, professional associations or guilds are seeing a resurgence in high-tech sectors (i.e., System Administrators' Guild, HTML Writers' Guild, Silicon Valley Web Guild).
In a 2003 article, Benner cites the words of Kynn Bartlett, founder and then president of the HTML Writers' Guild. "The term 'guild' was chosen to look back at the older, medieval-type guilds. What we liked from that model was the notion of sharing knowledge -- that building web design was something of a craft... [The term 'guild'] keeps in mind the main purpose... sharing information to make everyone successful."
However, these contemporary guilds and the IGDA do not have the same leverage as legal unions. Most importantly, the IGDA lacks the ability to exercise monopoly control over access to skilled labor. It does not regulate and restrict entry into the industry through certification and exams like other professional associations (i.e., doctors and lawyers) or like the apprenticeship systems of the craft unions. It also cannot enforce restrictions on production standards or bargain working conditions on behalf of its members.
In recent years, the IGDA has shown some interest in more direct collective action. It offers a pooled health and benefits plan for members and supports volunteer special interest groups (SIGs) on key topic areas. The Quality of Life SIG advertises a grievance committee to "manage complaints from IGDA members about employer policies that are in contravention to IGDA standards."
Examples of committees that set standards are: crediting and intellectual property committee, anti-exclusive clauses committee, and quality of life committee. On a number of occasions, the IGDA has published press releases encouraging accused studios to curb excessive overtime and other poor working conditions and indicating their intention to further investigate employee claims (i.e., KAOS Studios, Rockstar San Diego, Team Bondi).
The challenges faced by the IGDA are its reliance on volunteers and its lack of real power to impose sanctions. The IGDA can say that it is displeased, and many studios will respond to this negative "peer pressure" and the bad press it garners. After all, studios are trying to attract the best people to work for them. But there is no fallout if the IGDA is ignored. The organization must grow more powerful for that to be the case.
Another form of collective action that people in the game community have used is "whistleblowing," or mobilizing over the internet. One of the first cases was the emergence of the anonymous virtual union "Ubifree" in December of 1998. The group described working conditions at Ubisoft in France, and sent a call for Ubisoft employees around the world to join the union. The small initiative harvested a wealth of supportive messages, many of them denouncing the working conditions.
After only a few months, Ubisoft management announced some improvements and the anonymous group closed down the website/union. One improvement was the addition of an employee representative in a few committees; however, this representative was never granted any decision-making power. Recently, the Ubifree 2.0 site has also been launched, with what appears to be one person's account of the working conditions of Ubisoft Montreal.
A more successful episode known to all in the industry was the "EA Spouse" affair. In November 2004, the fiancée of a developer (later revealed to be Erin Hoffman) used her LiveJournal blog to denounce an abusive situation of constant crunch time in Electronic Arts' Los Angeles studio. Similar to the Ubifree movement, her post received thousands of comments from gaming fans and beleaguered developers at EA and other studios. This rallied a movement against EA in particular and crunch time in general. EA later banned work on Sundays and adopted a policy favoring five working days a week.
Other tell-alls or exposés have followed, such as Rockstar Spouse, 38 Studios Spouse, and a series of articles by investigative journalist Andrew McMillen about Team Bondi studio. Each received a large number of supportive or appreciative comments and were discussed widely across the game community and in the press. But none reached the notoriety or impact of EA Spouse.
This raises the question of the efficacy of these actions. It could be argued that the success of EA_spouse in motivating change was due to a confluence of factors: It was the first instance of whistleblowing about unpaid overtime and crunch, so it was incredibly cathartic to those in the industry and a real shock for those outside the industry who thought the industry was a hallmark of the new, decent, knowledge economy jobs. The timing of the post also occurred in conjunction with a class action lawsuit against EA. We now know, of course, that EA_spouse's husband was a lead plaintiff in that case. The IGDA published its first Quality of Life white paper in 2004 as well. All this means that there was a considerable amount of energy devoted to the issue of crunch at that time.
The recent Occupy movement was amazing in its ability to raise consciousness and mobilize a large population without any formal leadership. Indeed, the lack of identified leaders and spokespeople was heralded as a central feature in the grassroots and democratic ideals of the movement. However, most social movements require leadership to collect, magnify and channel the dissatisfaction of its followers.
In the wake of EA_spouse, Erin Hoffman emerged as a leader and spokeswoman for the Quality of Life movement -- but additional, ongoing, formalized leadership is lacking. Hoffman's self-regulating industry watchdog website Gamewatch has seen only sporadic activity over the years. At the level of the IGDA, the association has been in transition, with a number of executive directors; there is uneven output from the various committees. Arguably, the energy has ebbed.
The more recent outcry against crunch and unpaid overtime at Rockstar San Diego by the "Wives of Rockstar" was essentially identical to Erin Hoffman's plea, but received comparatively less attention than EA_spouse. A Rockstar employee posted a comment under the name Code Monkey 20 days after the Wives' original post. It is illustrative of the fragility of the movement, and the ability of management to appease disgruntled workers with the promise of better things to come:
...R* management have informed its San Diego employees that everyone will be given a generous and extended break after the product conclusion. Maybe I feel a bit guilty about venting in a public place about any negative aspect of a job I still adore, especially now that I've read a few press snippets that have taken quotes of my writings slightly out of context. I don't think anything I ever said was "damning."
Since no one else has, I'll say that I feel our concerns have been responded to one way or another, and it has been favorable. I think it should also be said that the long mandatory working hours for this project, at least for my own tenure, are unprecedented at San Diego in particular. They've told us that it certainly wasn't their intention to extend working hours in such a manner, and I believe them. I think we'll all pull through just fine, we'll get our time off, and I don't see this situation happening again anytime soon.
My apologies go to Rockstar for not anticipating that anything I said here could possibly have a negative impact of some kind.
In this case management apologized, gave a one-time reward, and deflected blame. It is unknown whether lasting changes were made to the problems in the development process and decision-making hierarchy that were credited with creating the "death march" by these developers. The Ubifree movement was also quickly silenced with only cursory appeasements from management.
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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.