Late last week a blog post appeared on the game industry news site Gamasutra from “Wives of Rockstar” The lengthy post details what can best be described as systematic exploitation of the staff working on the game Red Dead Redemption. While the allegations are as of yet unproven the numerous responses and replies from people who claim to be intimately familiar with the situation make it clear that some, if not all of them, are likely to be true.
In my role on the IGDA Board of Directors I have been helping to craft our response to this unfortunate situation and that response has just been posted on our website and e-mailed out to our membership. I’m very glad the IGDA has been able to take a stand on this issue, though I realize issuing a statement is just one step in the process.I also realize there are some people who feel we should have responded sooner, but this statement has the full support of the entire board of directors, a cross-section of industry representatives from studio heads to independent developers. The process to gain that support takes time and I am extremely happy that we were able to do this so quickly.
The IGDA’s 2nd Quality of Life white paper is currently being written based on the data gleaned from our survey run last November. The final paper is slated to be released in Q2 2010. The IGDA released our first Quality of Life white paper in 2004 a few months after “EA_Spouse” posted a similar letter condemning the practices of EA and what those practices were doing to her then boyfriend. (As an aside EA_Spouse has since been outed as Erin Hoffman and she serves with me on the Board of Directors). That original paper showed a significant number of people in the industry were forced to endure crunch time of 65+ hours/week in their jobs. While our latest research shows that most developers today rarely crunch and feel that their studios work to avoid it, the scenario described by Rockstar Wives is still far too common in our industry.
It is my firm belief that the management at studios which engage in these activities are operating in a reprehensible and unethical manner.
I believe this regardless of whether the practices are disclosed during the interviewing and hiring process (as is purportedly the case at Epic), or whether it happens as a result of poor management and planning (as may be the case with Rockstar San Diego).
I myself have worked in a studio that enforced 80+ hour weeks with no end in sight, and while I was able to quit and move on to a better company more respectful of their employees, not everyone has that option. It is very easy for people outside of the situation to simply say “if you don’t like it then quit” but the reality is that for many people, particularly those with a family to support, are not in a position where that is possible, especially in today’s economic climate.
I have also been on the other side as a manager with people working 70+ hour weeks for me, and I know just how easy it is to slip into these scenarios. Fortunately in my situation we were able to keep this time down to just a couple months, and I believe I maintained the respect and appreciation of the people working for me. Ultimately people decide to make games for a living because they want to be here, and most are willing to put in a reasonable amount of extra time and effort to do what they love, and to make their games great. Issues like these come to a head when management loses respect for their employees and fails to appreciate the contributions and sacrifices their employees are making on their behalf.
My heart goes out to all those currently working under these types of conditions. Know that these studios are not the norm and it is absolutely possible to work in the game industry for a company that respects you enough as a person to allow you live a proper life. If there’s anything I can do to help either as an individual or as a member of the IGDA Board of Directors please let me know!
Sincerely,
Brian Robbins
Founder, Riptide Games
Member IGDA Board of Directors
IGDA, QoL, rockstar