| Carlo Delallana |
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"If you wanted to do a nine-to-five job, you'd be in another business,"
I guess Team Bondi will be adding this line the next time they post job offers on Gamasutra. I'm not knocking the guy but some honesty about your studio's management style will help people determine if they fit your corporate culture. |
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| Andrew Grapsas |
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I completely agree with Carlo.
A lot of these studios will say almost anything to get great developers. Once you're there, you can leave, sure, if you are financially secure. Many of us, on the other hand, are getting married, married, or have children and need the steady income. We'll eventually leave, that's inevitable; but, the product and the person are both damaged in the process. Crunch isn't an acceptable part of a healthy development cycle. |
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| Ali Afshari |
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I'm currently in school for Game Art & Design. I'd love to work for one of the big developers like Rockstar or Bioware, but not when this kind of thinking is common within the upper tiers of a company. I'm definitely willing to continue working in my 9-to-5 job (while repaying student loans) and working toward a union or guild or some other organization that protects the people actually building the games.
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| Higor Bimonti |
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It's hard to develop a AAA game like this, for sure. BUT, I think that send men to space or make a Boeing 777 fly is harder and I don't hear from the workers at Boeing or NASA that they crunched this much. Something must be wrong.
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| Jason Pineo |
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Lame, Brendan. It only seems to be working because you are either blind to or don't care about your workforce. So go ahead, keep aggressively driving nails with your knuckles with a hammer lying nearby. With luck, better managers than you will get your castoffs and work with them to create great things of their own. Not just awesome video games, but balanced families, secure relationships, better health and a decent golf score.
Best of luck to all the burnt out workers, I hope you find better places to work. Doesn't sound like you could find worse. |
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| James Kyle |
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As someone who hopes to enter the games industry it's extremely worrying not only to hear of instances like this btu also to see the lack of any real drive to rid the industry of cases like this. I'll be treating L.A. Noire in the same way I would any product made under what I'd consider abusive working conditions and give it a wide berth.
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| Lo Pan |
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Devil Advocate for Brendan here is that to release a game this massive, you need a hard ass (potentially fall guy for upper management) to rally and scare the troops to complete it. Flip side, Brendan and Upper management should have better managed crunch mode and provided small comforts like food/scotch. Crazy thought, how about a guaranteed completion bonus for the team of 50% yearly salary?
Finally, people are not widgets, even in a industry where everyone wants in. |
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| Abel Bascunana Pons |
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I suppose that if he had an agreement to deliver the game on a certain date, he pushed workers to complete the stuff. The question is, shouldn't have been Rockstar more flexible on dates? another question arises... had Macnamara asked Rockstar to stretch the deadline? In the end, when you have spent so many bucks in marketing, that's not an option unluckily...
For Higor and Chris, i'm sure that the ones that send men to space earn much more money than those we suffer crunch time at a videogames company. With due respect, i think you've never suffered it to the extreme...or maybe you directly instigate it, that's why you defend it :P |
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| Jeffrey Crenshaw |
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""It's my game," McNamara told IGN in response. "I can go to anyone I want in the team and say, 'I want it changed.'""
Wow. Wooooow. In this and the article on IGN, McNamara has probably become my least favorite person in the game industry (next to those I have... personal issues with). And no, I'm not forgetting about Kotick. What a douchebag, a game isn't "yours" if you have a team, it's the entire team's; no ifs, ands, or buts. I don't care if you spent twenty billion dollars to found the studio, once you are asking people to crunch for something their voices matter too. Seriously, have you guys read the article on IGN? He doesn't even try to hide his asshole side. AAA games are hard to make so you have to crunch to keep up with the competition? How about _not_ crunching so you maintain talent and finish a game in less than seven years! This is so enraging. |
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| Allen Brooks |
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Makes you wonder which member of Brendan's previous dev team came up with the title for his earlier game, "The Getaway."
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| Rebecca Phoa |
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For someone who has been out of job for almost one year and with some HR knowledge; I feel sad this stuff still goes on despite our very stringent rules on employment law.
That being said, I've always thought that the video game industry was always a lot tougher than most other industries due to the sheer amount of money that the industry pulls in every year. Failure is not an option. So in my research in deciding on pursuing a game career, I've always needed to understand and accept its unpleasant truths. It's still tough; I still question if I'm doing the right thing. But knowing that I'm competing with so many people with so much more experience than me, makes the choice clear. I have to suck it up to get ahead. |
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| Maurício Gomes |
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Whoa... It is nice that I AM NOT in the regular game industry. (I am in regular software industry and sometimes we make games...)
Where I work there are no crunch, we are well paid, and there are nice work ethics and everything. Note on well paid: I get half the wages here than I would be getting on NA, EU or JP for the same job on a regular software company, but the company offered me 5 times the highest wage offer from local game industry, thus why I am not working on game industry. (I am not a mercenary, it is only the game industry wanted to pay me less than my rent) |
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| Joaquin Estrago |
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Ugh, this the classic example of the 'randomizer' type of management, which we all know and detest. And it's exactly what makes development take 7 years. (Kudos for his honesty though, most others in his position would be too embarrassed to actually admit to this..)
And thanks to McNamara for the tip of where to look at for my next job, if I want decent working hours to actually see my family sometimes.. |
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| Sean Currie |
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Yup. I've worked with managers like him before and it's unfortunate that so many people in the company were willing to put up with it rather then send him packing. I'd like to see how "his" game would have turned out had he been the only one working on it.
Yes, we're in a creative industry and sometimes unforeseen challenges mean that you need to crunch. But nonstop crunch for seven years? That's absurd. That's telling me that a certain individual should have been fired a year and a half in. And then to have the audacity to say that the only thing you'd change is to not work in the UK because of the attitude of your employees? Mr. MacNamara, congratulations. In a single article you've managed to become the biggest douche in the industry. One of the benefits of restricting the amount of hours spent working on project is that it forces you to keep your game lean. You can't spend time constantly piling features on when you know your team only has 40hrs/week per employee. And let's face it, for all the accolades LA Noire got, that game was fat. Way too many redundant and completely unnecessary cases, a haphazard and wandering story, and entirely forgettable side quests. Had he instead focused on the core (and surprisingly broken) aspects of the game like the overall plot, conversation system and investigation mechanics, LA Noire would have been a much more polished game. There needs to be a very serious discussion in the industry in regards to management and that discussion can only happen via collective bargaining. If the people who actually build the game don't start flexing their muscle things are going to get much worse. And frankly, you don't develop a thriving creative industry under these conditions - you kill it. |
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| Russell Sitka |
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Its guys like this that made me decide to ultimately stay out of the game industry. He's an extreme example, for sure, but crunch culture is for some people and those people definitely aren't me. Unfortunately, I don't foresee the 'make or break' gamble of big budget game production ever really getting much better unless we want nothing but low-risk, derivative games that do nothing to further the medium.
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| Jason Schwenn |
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Actually, I've got to give it to Brendan on this one. As I transition from music to gamemaking, it is quite disappointing to see how many in this industry completely lack that "it" drive and ethic that the best creative artists always have. Sounds to me like a few have to drive the herd to create the quality that Rockstar is known for. If that's what it takes, so be it.
It's a privilege to earn your living making make-believe things, telling stories and getting to immerse yourself in things like art, music and the creative process. For this, you get a paycheck (and possibly even benefits). Damn lucky to me. Work the hours that creative people should expect of themselves or go work a 9-5 job in a non-creative industry please. And I say this not from a pedestal, but as someone who has poured 1000's of hours into my craft (both music and now games) while raising my now teen-aged son; so I know all about long days and unrequited work and talent unknown. I'm still lucky, because UDK just updated today and I can still go chase a creative dream. So, what's the problem again? =) Keep it up Rockstar and Brendan. I'm your huckleberry... |
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| jin choung |
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sigh... just record everything that guy says and play it back as testimony on a hearing about "why we need unions".
and not even to be particularly pro-union about it either... just that the level of obliviousness on his part for the working conditions and quality of life of his employees is just comically and caricaturedly bent in the opposite direction. i mean, yeah, he has a point... if you want to build the pyramids or the great wall of china (and perhaps la noire), people are gonna have to DIE... but "what're you gonna do?" "them's the breaks". hey, "that's the industry". (where's the head smacking emoticon when you need it?) |
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| Tom Baird |
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This quote in the article just makes me cringe
When asked whether that was true[McNamara's need to exert total control over what goes on in the studio], he chuckled and asked "And is that a bad thing? I make video games. They're personal statements for me. I write 'em, I direct 'em, I put the technology together to make them. I go out to the world and say, 'Will you fund them?' So if you think that's obsessive: absolutely." Self absorbed garbage, and a total disrespect for the real people that made the game what it is. |
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| Hillwins Lee |
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"It's my game," McNamara told IGN in response. "I can go to anyone I want in the team and say, 'I want it changed.'"
In just one sentence, I can see that it create quite two MAJOR problems: 1. Bypassing middle management create confusions in the team 2. As what McNamara said is final, team members will be more likely to wait till McNamara confirms before they start working, lowering the productivity. |
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| bader almofawezz |
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who saw alec baldwen speech in glengaryglen rose movie ? every employee working in this industry or any industry should see that movie . and for the ex-emplyoee who are complaining about the tough managment and resign should shut there mouth untell the project finish then if the company doesnt pay them for there overtime then this time they can suie the company .
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| Michael Lezon |
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What is more depressing is the shear number of people that they burned through. The article said the amended credits go to a hundred. Imagine what all those people (or even half of them) could have done under decent management. I really hope this guy gets knocked down a few rungs on the ladder. 7 years...
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| Sebastian Cardoso |
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I would really like to see IGDA stepping up to the plate and doing something about this. Anything. Something like a simple statement, easy to find in Google, would do in order to prevent other people from ever working for someone like this.
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| Bostjan Troha |
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McNamara would be better off just keeping his mouth shut. People would forget and move on, like they did before. But, thankfully, he didn't. Now we know.
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| Andrew Phillips |
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I am currently studying Game Software Development and hope to one day become either a gameplay programmer or an AI programmer if my skills are fine tuned enough. Even with zero game industry experience I find the management style at Team Bondi to be appalling. I have been working tech support for going on 8 years now and have had bad working conditions but nothing to this extent. My major concern is whether or not I will get credited for my work on a project. It may seem like a stupid concern for the majority of the industry, but as a student I can not help but be concerned. Should I bust my hump to get in with an established studio? Or go the route of an Indie Developer? I would love to speak with any one that can give me some guidance in this matter. I just want to be able to accomplish my goals to the best of my ability. Thank you in advance!!
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