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<TITLE>GPMega - Industry Section - Should working in games be more fun?</TITLE>
<META NAME="DESCRIPTION" CONTENT="A reality check on a career in the games industry....Is it all worth it?  You might wanna read this, it's food for thought!">
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<H3 ALIGN=CENTER><font color="#FFF800">S</font><font color="#FFF100">h</font><font color="#FFEA00">o</font><font color="#FFE300">u</font><font color="#FFDC00">l</font><font color="#FFD500">d</font><font color="#FFCE00"> </font><font color="#FFC700">w</font><font color="#FFC000">o</font><font color="#FFB900">r</font><font color="#FFB200">k</font><font color="#FFAB00">i</font><font color="#FFA400">n</font><font color="#FF9D00">g</font><font color="#FF9600"> </font><font color="#FF8F00">i</font><font color="#FF8800">n</font><font color="#FF8100"> </font><font color="#FF7A00">g</font><font color="#FF7300">a</font><font color="#FF6C00">m</font><font color="#FF6500">e</font><font color="#FF5E00">s</font><font color="#FF5700"> </font><font color="#FF5000">b</font><font color="#FF4900">e</font><font color="#FF4200"> </font><font color="#FF3B00">m</font><font color="#FF3400">o</font><font color="#FF2D00">r</font><font color="#FF2600">e</font><font color="#FF1F00"> </font><font color="#FF1800">f</font><font color="#FF1100">u</font><font color="#FF0A00">n</font><font color="#FF0300">?</font><BR><FONT SIZE=-2>By: Francois Dominic Laramee</FONT></H3>
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<P>Yeah, we've all seen 'em.&nbsp; The bright-eyed, eager 
      kids who, upon learning that we work in the interactive entertainment 
      industry, drop to their hands and knees and beg us for our secret.&nbsp; 
      How did we do it?&nbsp; <I>How did we manage to get someone to pay us for 
      this?</I> 

<P>There are millions of them.&nbsp; Mostly guys, but the number of girls 
      is getting surprisingly high.&nbsp; They're kind of naive, and maybe a 
      little annoying, but in a charming kind of way, since they worship the 
      week-old leftover pizza crusts we reluctantly throw out.&nbsp; They'd do 
      anything to be like us, up to and including pledging their souls to the 
      denizen of the fuming tar pits of Hades of our choice.&nbsp; Sure, they 
      feign to listen when we warn them about the crazy hours or the lousy 
      pay.&nbsp; But nothing registers.&nbsp; To their untrained eyes, making 
      games seems to be somewhat akin to a mild all-day orgasm. 

<P>And then, something terrible happens to them.&nbsp; They finally get a 
      job in the industry. 

<H3><FONT COLOR=YELLOW><I>Time-Dilation and Other Relativistic Catastrophes</I></FONT></H3>

<P>First things first: let's get rid of the 
      overwhelming subliminal assumption beneath this fascination for the game 
      industry, i.e., that <I>making </I>games and <I>playing</I> games are mere 
      variations on the same theme.&nbsp; Believe me, they have nothing in 
      common.&nbsp; Thank God for that, too. 
      
<P>Think about it for a minute.&nbsp; These days, the typical game is 
      considered a success if it provides the player with about 40 hours of 
      enjoyment.&nbsp; Forty hours.&nbsp; About a week.&nbsp; Now, developing 
      that very same game will take, on average, two years. 

<P>Please reflect on the staggering implications of what you just read. 

<P>Unless you are a tester, or you happen to be designing chess or 
      <I>Civilization III</I>, you will work on your game one hundred times 
      longer than your customer will play it.&nbsp; O-N-E&nbsp; H-U-N-D-R-E-D. 

<P>Please imagine how much fun it would be to play the same game, and only 
      that game, every single day, eight (twelve) hours a day, for two 
      years.&nbsp; Yep, that's right, wouldn't be any fun at all.&nbsp; After a 
      month, you'd be hopelessly bored.&nbsp; Two months, and you'd grow warts 
      at the mere mention of it.&nbsp; By the time you'd be ready to ship the 
      sucker, you...&nbsp; Well, you would have killed everyone else on the team 
      long before, so you never would ship. 

<P>Developing games has its own rewards, of course; otherwise, no one 
      would bother.&nbsp; But it is hard work, and nothing, nothing like playing 
      games all the time.&nbsp; Get that through your thick skulls! 

<H3><FONT COLOR=YELLOW><I>Causal Relationships of Wishful Thinking</I></FONT></H3>

<P>Now that we have established that developing games is 
      real work, an interesting question arises: since the final product is so 
      much fun, shouldn't the process of creating it be just as great?&nbsp; 
      Well, it's possible to have a blast in a game studio, but the final 
      product will only be part of the reason.&nbsp; And not necessarily a big 
      part, either.&nbsp; Should we expect, because we are producing 
      entertainment, to have more satisfying jobs than people in other 
      industries?&nbsp; Unfortunately, no.&nbsp; Anyone who has worked a day on 
      a movie set knows it.&nbsp; We should, too. 

<P>The game industry is just that, an industry.&nbsp; And not a 
      particularly profitable one, either.&nbsp; The sad truth is that, to break 
      even, a game must outsell the industry average by a ridiculous margin; 
      most PC games sell between 15,000 and 40,000, while it is difficult to 
      make money on sales of less than 150,000 units.&nbsp; The consequences of 
      this are manifold, and include the following: 

<UL>
        <LI>Salaries in games are typically lower than anywhere else in the 
        software industry. 
        <LI>Work weeks in the game industry tend to be very long. 
        <LI>Job security is very, very limited. 
</UL>

<P>I will touch on these in 
      more detail in the next couple of sections.&nbsp; Meanwhile, remember 
      this: most of us experience constant pressures from publishers or bosses 
      who are worried they'll go out of business, or that the profits they 
      contribute to the parent company will not be high enough (or higher than 
      last year's by a margin that outperforms the competition) to avoid being 
      the targets of the next layoff. 

<P>So, if you care to join us, don't expect a 24-hour a day party, because 
      you won't get it, and you won't last long in the industry. 

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