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Old 11-23-2004, 12:27 PM   #1 (permalink)
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Location: New York, NY
EA working their employees to the bone

I'm not a gamer in the slightest, but I found this article pretty interesting, and thought you might as well. Personally, I had no idea that game designers and testers were being worked so hard, although given the demands of the market, it certainly makes sense. It's just sad to see people essentially being punished for designing something that, optimally, would be a labor of love.

New York Times Link

Quote:
November 21, 2004
DIGITAL DOMAIN
When a Video Game Stops Being Fun
By RANDALL STROSS

CHARLES DICKENS himself would shudder, I should think, were he to see the way young adults are put to work in one semimodern corner of our economy. Gas lamps are long gone, and the air is free of soot. But you can't look at a place like Electronic Arts, the world's largest developer of entertainment software, and not think back to the early industrial age when a youthful work force was kept fully occupied during all waking hours to enrich a few elders.

Games for video consoles and PC's have become a $7 billion-a-year business. Based in Redwood City, Calif., Electronic Arts is the home of the game franchises for N.F.L. football, James Bond and "Lord of the Rings," among many others. For avid players with professional ambitions to develop games, E.A. must appear to be the best place in the world. Writing cool games and getting paid to boot: what more could one ask?

Yet there is unhappiness among those who are living that dream. Based on what can be glimpsed through cracks in E.A.'s front facade, its high-tech work force is toiling like galley slaves chained to their benches.

The first crack opened last summer, when Jamie Kirschenbaum, a salaried E.A. employee, filed a class-action lawsuit against the company, accusing it of failure to pay overtime compensation. He remains at the company, so I spoke with him by phone last week to get an update. He told me that since joining E.A. in June 2003 in the image production department, he has been working - at the company's insistence - around 65 hours a week, spread over six or seven days. Putting in long hours is what the industry calls "crunching." Once upon a time, the crunch came in the week or two before shipping a new release. Mr. Kirschenbaum's experience, however, has been a continuous string of crunches.

Crunches also once were followed by commensurate periods of time off. Mr. Kirschenbaum reports, however, that E.A. has scaled back informal comp time, never formally codified, to a token two weeks per project. He said his own promised comp time had disappeared altogether. At this point, he said he would be glad to enjoy a Labor Day without laboring, or eat a Fourth of July spread at some place other than his cubicle, pleasures he has not enjoyed for two years. The company said it had no comment on the lawsuit, but it is likely to argue that Mr. Kirschenbaum's image production position is exempt from the laws governing overtime compensation.

A few days ago, another crack opened - one large enough to fit a picture window. An anonymous writer who signed herself as "E.A. Spouse" posted on the Web a detailed account of hellish employer-mandated hours reaching beyond 80 hours a week for months. No less remarkable were the thousands of comments that swiftly followed in online discussion forums for gamers and other techies, providing volumes of similar stories at E.A. and at other game developers.

I learned the identity of the E.A. employee described in the anonymous account and spoke at length with him in person late one night, adding a third shift to the day's double that he'd already worked. He seemed credible in all respects, in his command of technical detail, in his unshakable enthusiasm for the games he works on - and in his pallor.

For around $60,000 a year in an area with a high cost of living, he had been set to work on a six-day-a-week schedule. On weekdays, his team worked from 9 to 10 (that is, 9 a.m. to 10 p.m.), and on Saturdays, a half-day (that means 9 to 6). Then Sundays were added - noon to 8 or 10 p.m. The weekly total was 82 to 84 hours.

By tradition, Silicon Valley employers have always offered their bleary-eyed employees lottery tickets in the form of stock options. E.A.'s option grants, however, offer little chance of a Google-like bonanza. An employee who started today with an options package like that of the E.A. worker just described (and who stayed with the company the four years required to fully vest) would get $120,000, for example, if the share price quadrupled - and proportionally less for more modest increases. The odds of a skyrocketing stock grew much longer this month, when the company said competition had forced it to cut prices on core sports titles.

Still, the company is a generous warden: free laundry service, free meals, free ice cream and snacks. The first month, the E.A. employee recalled, he and his colleagues were delighted by the amenities. But he said they soon came to feel that seeing the sun occasionally would have had more of a tonic effect.

This employee, who has not had a single day off in two months, is experienced in the game software business. But he said he had never before had to endure a death-march pace that begins many months before the beta testing phase that precedes the release of a project.

Jeff Brown, a company spokesman, declined to comment on E.A. Spouse's allegations. Mr. Brown did say that the company was interested in its employees' opinions, as illustrated by its employee survey, conducted every two years. This suggests that it needs to conduct a survey to learn whether a regular routine of 80-hour weeks is popular among the salaried rank and file.

Asked about reports of employees working long, uncompensated hours, Mr. Brown responded that "the hard work" entailed in writing games "isn't unique to E.A." He is correct; smaller studios demand it, too. The International Game Developers Association conducted an industrywide "quality of life" survey this year documenting that "crunch time is omnipresent." The study urged readers to tell "the young kids just starting out" in the industry to reject the hours that lock them into "an untenable situation once they start wanting serious relationships and families."

Electronic Arts' early history has none of the taint of present labor practices, and many who are acquainted with the old E.A. and the new E.A. have publicly lamented in Web forums the disappearance of the generosity practiced by Trip Hawkins, who founded the company in 1982. Mr. Hawkins, who has not been associated with E.A. for many years, said that he was not surprised by E.A. Spouse's story. He called today's E.A. a corporate "Picture of Dorian Gray," its attractive surface hiding a not-so-attractive reality.

INDEED, E.A. is noticeably young in appearance. After Randy Pausch, a computer science professor at Carnegie Mellon University, spent a sabbatical last spring as a researcher at the company, he wrote, "I am 43 and I felt absolutely ancient during my time there." He said the place felt to him like "Logan's Run," the 1976 science fiction movie in which no one is allowed to live past 30 - and he felt even older when he realized that the 20-somethings were too young to know the reference.

The company has 3,300 employees in its studios developing game titles, and it hires 1,000 new people a year. (Company officials said voluntary turnover is about 10 percent annually.) In the past, it has hired only about 10 percent of new studio personnel directly from college; it has set a goal of increasing that to 75 percent, which would skew the median age still younger.

Professor Pausch listed cost savings from lower salaries as one reason E.A. wishes to shift hiring to a younger group. The company also recognizes that fresh graduates are the most suggestible; Professor Pausch said he heard managers say that "young kids don't know what's impossible." That, however, they will learn when they get their schedules.

Randall Stross is a historian and author based in Silicon Valley. E-mail:ddomain@nytimes.com.
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Old 11-23-2004, 05:07 PM   #2 (permalink)
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And this suprises anyone?

I mean, really, they must releast 80-100 titles a year between all the platforms.
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Old 11-23-2004, 05:45 PM   #3 (permalink)
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I posted about EA Spouse and JoeStraitiff in this thread about two weeks back. http://www.tfproject.org/tfp/showthread.php?t=75732
Definitely crazy. Good Times article.
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Old 11-25-2004, 12:35 AM   #4 (permalink)
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Location: The Outer Rim
Doesn't surprise me at all. EA whores out so many games that I've lost count. I hope they lose the lawsuits that they are facing, for they are one evil company (even surpassing Microsoft).
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Old 11-27-2004, 07:49 AM   #5 (permalink)
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Location: Chained to my desk
95% of game companies work these hours, no one working in the industry would even glance twice at that article. I work longer hours during crunch at a privately held company than the EA owned companies do. I stay there by choice though, the pay is excellent
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Old 11-27-2004, 08:46 AM   #6 (permalink)
C'mon, just blow it.
 
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Location: Perth, Australia
It's not so much the hours, but the fact that most of the hours are unpaid. Which is a Bad Thing™
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Old 11-30-2004, 10:04 AM   #7 (permalink)
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The IGDA just released their take on the quality of life issue on their website.

http://www.igda.org/qol/open_letter.php
Quote:
Open Letter - November 16, 2004
Quality of Life Issues are Holding Back the Game Industry
Despite the continued success of the games industry, the immaturity of current business and production practices is severely crippling the industry . The recent frenzy of discussion over impassioned testimony about the horrible working conditions within much of the industry attests to the reality of this often unspoken disease.

As the professional association that unites the game development community and serves as its voice, the International Game Developers Association is deeply disturbed by this vicious cycle and is working to better the situation. Improving the quality of life of game developers is an IGDA priority.

In tackling quality of life issues, it is important to realize that poor quality of life is symptomatic of more fundamental challenges within the industry (e.g., consolidation, ever-evolving technology, one-sided contracting, lack of project management expertise, no craft/job standards, etc), which in turn all need to be addressed in order to truly improve our work/life balance.

What's more, game developers are sometimes just as much to blame for submitting themselves to extreme working conditions, adopting a macho bravado in hopes of “proving” themselves worthy for the industry. Our own attitudes towards work/life balance and production practices need to change just as much as the attitudes of the “suits.”

For those who are looking to unionization as an option, it is important to note that the IGDA is not a union and cannot “become” one: the IGDA is incorporated as a non-profit professional association, which has a distinct role from that of a union. Further, as an international organization, the localized nature of unions (i.e., often requiring state by state and country by country solutions) is beyond our organizational scope.

It is unfortunate that it has gotten to the point of engaging in class action lawsuits. While some industry workers choose such legal means to gain retribution, the IGDA believes that a conciliatory approach is also an option.

The reality is that there are game companies that have proven that a focus on quality of life can lead to great games, AND business success: BioWare, Firaxis, Team17, Blue Fang, Cyberlore and Ensemble are just a few of the studios that put as much effort on keeping their employees happy and healthy as on their bottom line. These, and other sensible companies, realize that a strong quality of life leads to more productive and creative workers. In turn, these workers produce better games, and stay in the industry to share their experience with all the passionate new recruits - helping to avoid common mistakes and recurring pitfalls. Further, they realize that driving their people into the ground is a short-term view that is not sustainable.

It is sadly ironic that those who strive for success at any cost don't realize that mature and responsible human resource and production practices will more readily bring them what they so desperately seek. That is to say, regardless of the humane imperative, maintaining a strong quality of life is just good business.

The IGDA's white paper on quality of life best practices has already served as a powerful tool, but it is only the first step. Via an upcoming “best companies to work for” initiative, the IGDA will provide awareness of enlightened companies and their practices so that others in the industry can learn from their wisdom. Similarly, the IGDA will shine a light on the wealth of research and knowledge being generated from outside the games industry.

To aid in these outreach efforts, the IGDA will be hosting a full-day quality of life think-tank at the annual Game Developers Conference in March. Also, we'll be encouraging our 80+ chapters from all over the world to host local meetings and sessions to discuss and explore this important issue.

Further, the IGDA has two special interest groups that will help in sharing knowledge and work on related issues: the Production SIG (working to formalize the production process) and the Human Resources SIG (hub for HR professionals). The efforts of these two SIGs, in addition to the ongoing work of the Quality of Life Committee, will ensure a diverse perspective on solving quality of life problems.

This is only the beginning and we're still forming plans. We encourage everyone to get involved. We ask that you contact us (qol@igda.org) to volunteer, provide ideas, success stories, resources and any other relevant information. In particular, the IGDA is requesting details on active and pending lawsuits to add to our reference list online.

We have no doubt that with everyone's help and contribution we can save the industry and art form we are all so passionate about.

Note: This letter can be easily forwarded, anonymously if desired.

The IGDA Board of Directors,

Bob Bates
Jason Della Rocca
Alex Dunne
John Feil
Mitzi McGilvray
Brian Reynolds
Jesse Schell
Kathy Schoback
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Old 12-13-2004, 05:24 PM   #8 (permalink)
Junkie
 
EA employees using cafepress to make a shirt that says, "I worked 90 hours a week for EA, and I didn't even get this lousy T-Shirt."

Comedy.

http://www.gamespot.com/news/2004/12...s_6114974.html
For the clicking impaired:
Quote:
EA employees wear frustration on their sleeves
Shop on Cafepress features shirts with cynical take on employee gripe over unpaid overtime and working conditions.

On the Cafepress Web site, a portal that allows users to create their own custom apparel and items and sell them, a virtual store has opened featuring t-shirts emblazoned with a phrase that illustrates recent complaints some Electronic Arts employees have voiced concerning working conditions at the company. Available in a number of styles at various prices, all under $20, the shirts read: "I worked 90 hours a week for EA, and I didn't even get this lousy T-Shirt." Because Cafepress requires no upfront costs to open a store on the site, it's likely the idea isn't focused on financial gain, but rather as an inside joke among some EA employees. Sources inside the publisher tell GameSpot they have yet to see the shirt surface among employees.

By Staff -- GameSpot
POSTED: 12/13/04 01:30 PM PST
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