📄 workgames.htm
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<H3><FONT COLOR=YELLOW><I>The Incredible Coolness of Workaholism</I></FONT></H3>
<P>Next time you're at a newsstand, pick up a copy of
<I>Fortune</I>, <I>Forbes</I> or any number of other big-business papers
and magazines. (Wear gloves, because that stuff can burn your
skin). One thing you'll notice is that every single article on the
software industry uses buzzwords like "fast-paced environment", "Jolt
Cola" and "competitive work ethic". What they mean is that everyone
there works harder than a Roman galley slave. And for some reason,
the writers seem to think it's the coolest thing in the world.
<P>Apart from the fact that bosses who are workaholics demand the same
from their underlings, the main reason why the press has made 60-hour work
weeks "in" can be summed up in the following:
<UL>
<LI>Most business folk believe (rightly or wrongly) that the average joe
will consistently achieve more in 60 hours than in 40, and that if he
falls off the pace, he can always be replaced by someone who'll do
better.
<LI>Since the average joe is usually not paid extra for these 20 hours,
the additional production is free.
<LI>Free work makes rich folk get richer faster.
<LI>The press is owned by rich folk, who would like nothing more than if
their own employees (in and out of their press holdings) would just say:
"Gee, it seems so manly [or womanly] of all these computer geeks to
spend all this extra time at work instead of raising families or growing
bonzais; why don't I do the same?"
</UL>
<H3><FONT COLOR=YELLOW><I>In the Long Term, We'll All be Dead</I></FONT></H3>
<P>What makes it worse in our case is that, given the very
tight channel-to-market, the low royalties that development houses receive
on unit sales and the high cost of producing games, very few titles
actually make money. So, the typical life cycle of a game studio
looks a little like this:
<UL>
<LI>When you work at a start-up, money is always short, so salaries have
to be low and work weeks long, otherwise the product will never
ship. And when it does ship, in all likelihood, it won't break
even, and the studio will either shut down or be bought out. (The
dream scenario, of course, is to manage to make enough money to keep the
studio independent until the big break. These things have been
known to happen, but they are the exception. If you are the
insecure type who can't bear to change jobs, go look elsewhere.)
<LI>Now, the best case is that it will be bought out by a big game
publisher. However, big publishers have big overhead and lots of
titles, not all of which will break even, so even if your product makes
tons of money, not much (if any) of it will trickle down to the
production staff.
<LI>The worst case is that the studio will NOT be bought out by a game
publisher, but rather by some traditional media company thinking it
would be just too cool to get into this internet thingy.
Unfortunately, traditional media folk are baffled by the concept of
people under 40 making living wages, so the situation actually gets
worse, no matter how much money the games earn.
</UL>
<P>Compared to
games, a good programmer with a college degree can make 20%-50% more in
any other field of the software industry. True story: I make more as
an AI researcher (with no responsibility for anything but myself and my
own little projects) than I ever did as head of a game studio.
<P>The bottom line: when you are in an industry where lots of young (i.e.,
cheap) people want to work, like games, you always have downward pressure
on wages and upward pressure on workloads. That's the law of
capitalism. I didn't say it was a good law, but it's the law.
<H3><FONT COLOR=YELLOW><I>Dilbert and Daikatana</I></FONT></H3>
<P>No, I am not
going to bash ION Storm. They have enough problems. What I
will say, though, is that being in the game industry does not shield you
from the realities of the corporate world.
<P>I have worked in all kinds of companies, both in and out of the game
industry, from a one-person shop to a multi-billion dollar transnational,
in both the private and public sectors. And if there is one thing
that I can tell you, it is that you can have a boss who is a control
freak, a workaholic and/or a hateful s.o.b. wherever you go. I have
had to live with all of the above, and the fact that we were making
award-winning children's edutainment or PlayStation 3D platformers instead
of lunch pails didn't make it one damn bit better.
<P>In fact, I contend (as did a guy whose name I forget at an online
developer's conference I attended about a year ago) that this industry is
a bozo magnet, because there is the potential for quick riches and no real
barriers to entry. To set up shop as a doctor or an engineer, you
must prove a certain level of competency, but anyone can proclaim
themselves experts in interactive software. I have seen big
media companies buy successful game studios and replace the guys who used
to run them by 42-year old bowling alley managers, just because the CEO
believed that they'd look "safer" than 27-year old artists at the next
shareholders' meetings. Use your imagination to figure out the
results.
<P>Even if the boss is cool, the co-workers may not be. And even if
everyone is just dandy, the money may run out, and there may be layoffs.
<P>A game company is a company. Keep that in mind.
<P>And one more thing: corporate culture rarely changes, so if a company
sucks today, don't bother sticking around hoping it will get better on its
own. I mean, I was head of studio at one of my previous jobs, so I
was theoretically in as good a position to influence the work environment
as anyone could ever hope for. Didn't work. Unless you are in
a position to start a new shop and mold it into your ideal, or you somehow
stick to a job for 300 years, the company you go into is pretty much going
to be the company you leave. If it works for you, great. If it
doesn't, get out now and save yourself the aggravation.
<H3><FONT COLOR=YELLOW><I>Are you depressed yet?</I></FONT></H3>
<P>The game
industry can be a great place to work. If you ever contribute to a
hit game, the emotional highs will be unbelievable, and you may never need
to worry about unemployment again. If you are the ambitious type,
you can get more responsibilities at a younger age than anywhere
else. If you are really good at what you do, no one will care where
(or sometimes if) you went to college. And, when all is said and
done, coding a 3D engine or drawing a snappy cartoon intro still beats
about 94.8765% of all the jobs in the Western World.
<P>However, making fun and games isn't all fun and games. It's
serious work, harder than most.
<P>Welcome to the unreal world.</P>
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