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Activision Subsidiary Raven Software Sees Layoffs
by Chris Remo [PC, Console/PC]
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August 26, 2009
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Wisconsin-based Activision subsidiary and Wolfenstein/Singularity developer Raven Software has seen multiple layoffs, according to multiple Internet reports now confirmed by the publisher.
An official Activision statement delivered to consumer weblog Kotaku, after claims that around 30 to 35 employees were laid off at the studio, reads as follows:
"With the recent completion of both X-Men Origins Wolverine, based on the summer blockbuster movie, and Wolfenstein, the next chapter of the famed franchise, Raven Software is slightly reducing its workforce to better reflect the studio's upcoming slate."
Additional unsourced information from Kotaku claims that the studio has dropped from three internal teams to two, but the total consequences of the losses is a matter of some debate.
Consumer site Shacknews also has a report which "puts the number of [layoffs] at 56 employees out of a previous total of 180 staff. Severance packages and placement support are apparently being offered to the affected staff."
As well as its just-shipped titles, Raven is also developing the time-themed shooter Singularity, which was recently pushed back from its original late-2009 release projection to March 2010.
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When games were cheap to make, the shotgun approach allowed the one hit to pay for all experiments. With game budgets so high now and with so many expensive licenses, the shotgun approach doesn't work anymore. About 8 years ago companies starting focusing on quality over quantity, pouring money into projects to "ensure" they were hits. Somehow though, the magic that makes one game successful over another is not quantifiable to money. The spark that makes a hit relies on vision and creativity and a publisher willing to take a chance on something different.
What is "that better way"? There are two options: Either studios expand their operations and hire more creative individuals to produce that "next big thing" by having a regular slate (something similar to what Activision is doing, but without that stupid agressivenes towards the bottom line which reduces creativity), or they become shorter, all of them, creating competitive clusters and strategic alliances in order to survive (something like the shareware scenario of the early 90s).
Wow... every single day that passes makes me love this industry even more...
There is a "better way" blueprint, the small targeted audience method being used by Japanese (and US) developers/producers on not so sexy platforms such as the DS or XBLA. Find an niche audience you are comfortable with and can make money serving, know what they want and provide product. Even your best products may not get screentime on G4 or IGNs seal of approval, but if you are comfortable making the games that you are making, and staying in business at the same time -- do all the bells and whistles really matter?
How loyal would/ should an employee be after they have seen 1/3 of their coworkers get told to take a walk because mismanagement caused over hiring, and other such freshman mistakes.
1. Too many developers.
2. Too many games released in a single year.
3. Too many greedy investors. Although that goes for all industries.
I bet that is making this whole layoff scenario even worse.
1) The economy. No one is untouched by the current state of the economy. The bean counters are looking at all the economic factors and have to make tough choices so that they can ensure the survival of the company as a whole. In a good economy, there are fewer layoffs, for many reasons.
2) Poor planning. With larger and larger teams, sku planning becomes more important so that the resources of the company can be justified over a longer period of time. With poor planning the end of a project can leave many people without any work to do and the company can not justify keeping them on. This is the trend that Brian was talking about. Pixar is notorious for it's hire/layoff cycle. Better long-term planning can help but is a difficult thing to do in a creative industry.
3) Large projects. The larger the project the more resources are needed and the greater the possibility of those resources not being needed when the project is finished. The sale to Bethesda may very well have freed the unneeded resources. The trend toward larger projects and larger budgets will naturally increase the hire/layoff cycle and will perpetuate the "nomadic artist" as Rodney pointed out.
You see these trends in other industries as well, design and construction is a good example. Companies have to survive and unfortunately it's often at the expense of it most valuable assets.
Example:
Activision buys the rights to Ghostbusters. They hire a producer, he hires managers, they hire people that they worked with who produced for them in the past...the game gets assembled, shipped...everyone moves on. Maybe they didn't like the managing style. Maybe they didn't like the lack of profit sharing (should be a BIG thing in game development!!!). It doesn't matter. It's not really contract work, it's just waiting for the next ship to pull into port, and deciding if you want to go on a two year journey with the crew that's being assembled (maybe a month to recruit? IDK).
What this means is that you won't have dead weight on your team, since you will want to work with people you like, ie people who PULL THEIR WEIGHT.
Games is wayyyyy to fickle a business to assume ANY company will retain you for any length of time...unless you are in Japan, but that is a different story. Games either needs to get unionized, like Hollywood, or create a model where there are pools of talent that people can pick from. The better you are at your job, the more $$$...really, it should be the more profits you share. You bust your ass for 2 years, make a great game, have $$$ to think about your next project. Totally removes the whole notion of selling yourself to slave wages to have the "privilege" of working with ridiculous egos. My two cents.
The reality is that much of what you describe is already happening, especially with talent pools. Sure we may not have the greatest profit sharing models, or unions. But certainly anyone who's ever worked in the industry has self evaluated their peers and asked themselves if they would want to work with them again or not. As artists, designers and other developers move around the industry, the people you know and have worked with can be inderectly considered an asset. Especially for instance when joining a smaller studio within a larger industry center.
On another note,
Without the proper planning it's near impossible (read very costly) for a small to medium sized studio to absorb it's teams into it's other projects. Studios need to take more of a staggered approach to their development cycles; as a team nears the end of their cycle there should already be another "rogue" team ready and waiting to start absorbing. Once the first games launches, the second should be well beyond pre-production and nearing full on development.
I think/hope we're already starting to see this aproach through the widening launch windows over the last couple of years. It used to be that most games came out in the fall/x-mas season, but more and more we're seeing games being released throughout the year. Hopefully this is partially due to studios realising that releasing their two big games at the same time or even the same year doesn't help when trying to sustain their dev teams.
Why you have SUCH love to personally attack people? Now you are attacking Rebecca for no reason... As you can see, not only me, but other people agree with her, and she don't said anything outrageous or that is a lie.
I'm probably taking this the wrong way but as one of those 'kids' trying desperately hard to get into the industry, it sounds like you're trying to say, "sorry, house is full"
I know that's not what you are saying, but more developers means more companies looking to hire, and a better chance for me. Yes they could go belly up, but I just need the in.
All I'm saying is when reading the above quote I can't help but get the image of a elitist snob developer saying, "sorry but the exclusive club is closed."