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Game developers will never unionize

Rm_headshot
Thursday, August 11, 2011

The game industry regards crunch time as a sacred institution, not unlike marriage. If you’re in love, you do it, and either your bond grows stronger, or it ends in a messy divorce. Not that into your significant other? Time for somebody to hand out walking papers.

Now, thanks to the Internet, some of the more abusive relationships have come to light. Most recently, IGN published a story about the year-long "perpetual crunch" at Team Bondi during the development of L.A. Noire. Then, just to throw a little gasoline on the fire, someone asked Wedbush Morgan Securities analyst Michael Pachter on his weekly Pack Attack series if programmers and artists should organize to prevent future abuses.


We lose more employees that way....

"I just don't think people who make a $100,000 bucks a year need a whole lot of protection because they have to work overtime," said Pachter. "Once you get to a certain wage level, you're charged with being able to protect yourself."

Turning the question into a class issue might be interesting, but it misses the real point. Whether or not game industry workers should create a union is a bit moot, because they won't. Ever.

 

Let's start with practicalities. A game developers' union wouldn't look anything like the unions you probably think about...the Teamsters or Service Employees International Union (SEIU). A closer example would be the Screen Actor's Guild (SAG) or the Writer's Guild of America (WGA), two unions that essentially represent independent contractors who frequently move between jobs without accruing seniority...and whose members often make far more than Pachter's six-figure salary estimate.

The thing is, while the studio system did its best to snuff those organizations out, they both had the advantage of being centrally located. Everybody they wanted to join lived in Los Angeles. The game industry, on the other hand, lives everywhere, spread all throughout the country and the world.

L.A. Noire
I demand a fluffy pillow to sleep on under my desk! And nice curtains!

I talked to "Mary," a former member of SEIU's hierarchy, and asked why they don't just step in and start signing people up. "They should totally organize," she told me, "but they have to invite us in." It's not that SEIU or any other union can't take the first step, but ask yourself: Who would they talk to?

"I crunched very hard on my most recent project," said "Peter," one of several developers who spoke to me on condition of anonymity. "But this was completely voluntary. I even enjoyed most of it." That wasn't an uncommon sentiment. Others admitted they didn't know anything about unions, but they didn't like the idea of some organization telling them what they could or couldn't do while working on a project they cared about.

Another individual, "Paul," worried a union shop could potentially stifle creativity. "It seems to me that unions don't really encourage people to break new ground and stand out from the crowd, which is exactly what you want from people in a creative position."

True or not, out of the half-dozen people I contacted, nobody felt any enthusiasm for unionizing. They understand crunch, and they dislike, but accept, that they won't be paid extra for it. They don't understand unions...and unions don't understand them. Programmers and artists tend to like their autonomy, and they often take pride in their work. An SEIU member might not carry the same sense of purpose. Overtime without overtime pay would be unthinkable to them. The developers I spoke to, on the other hand, seemed to agree there's a difference between crunch and abuse. Crunch is necessary. Abuse isn't.


C'mon, Roy! Work through another weekend! You hate your family, anyway!

The resurgence of the union issue may not have anything to do with whether or not workers in the game industry actually need one, because my impression is they're ambivalent at best about the prospect. It might just come down to the reportedly dismal management style and filthy temper of one man: Brendan McNamara, founder and head of Team Bondi. What those employees suffered happened on his watch and likely at his direction. But they should've had avenues and recourse to assert their rights as employees, and for whatever reason, that did not happen.

Pachter's quite correct -- unions came into existence to protect people who couldn't protect themselves. That said, a six-figure salary doesn't automatically shield you from someone with a nine-figure salary. Most people don't even know what their workplace rights are, much less how to assert them. More than a union, the industry needs a dedicated resource to correct that. Not a message board, not a blog, but a real hub for getting solid facts and helpful advice -- something that could even offer mediation when a crunch starts edging past a certain level of reasonable excess.

In the meantime, if you're interviewing for your dream job at the developer you've always idolized, don't forget to come down out of the clouds and nail down the details in writing. Find out what the company's crunch-time policy, length, and terms are before signing the agreement that locks you into them. And if you don't want to commit to them, don't. Because just like marriage, this is something you want to get right...even if it does get a little bumpy at times.

 
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RUS MCLAUGHLIN'S SPONSOR
Comments (5)
Twitpic
August 11, 2011

Rus, great post. I really like your marriage analogy, probably because I'm married and I know how tough it can be at times. I'm glad for such transparency in the game industry, because, like you mentioned, anyone interested in a job working for a game company should find out up-front what the policies are. In truth, this is good practice for any job.

From my perspective, being able to make games for a living would be a dream come true. If I had to work extra during crunch time, I would just excuse it for how the industry works. Of course, from the sounds of it, Team Bondi's crunch time was ludicrous. In which case it would make sense for them to have something in place to prevent such abuse.

Robsavillo
August 12, 2011

Game developers don't even make Pachter's bogus and unsubstantiated six-figure salary: See the numbers for yourself.

The International Game Developers Associated has a Quality of Life initiative, which grew out of the EA Spouse incident from 2004. More developers should look to those resources for explanations of why crunch isn't necessary and is completely avoidable.

Also, developer Charles Randall (Ubisoft, BioWaredirectly responded to Pachter in an op-ed for Edge Magazine, and he writes that Pachter's statements are wildly off the mark.

Default_picture
August 12, 2011

The problem with this whole discussion is that people have been taking Michael Pachter as some sort of expert on working conditions in the games industry. I’m sure he has a lot of contacts within the industry and his opinions are obviously based on some sort of information he’s received from those people, but I suspect the people he talks to are the upper 10% of the games industry – the big-name creative directors, technology people, owners, managers, etc.

One major issue is that he seems to think getting rich in the gaming industry is a likely prospect – that six-figure salaries are somehow the norm. That is absolutely not true.

As soon as you accept that, the whole “people who attain a certain wage level don’t need a whole lot of protection” argument goes completely out the window. I’ve had jobs in the games industry where I made much less than half the wage Pachter’s citing and was expected to work lengthy crunch time. When you change that statement to “I just don’t think people who make $35,000 bucks a year need a whole lot of protection because they have to work overtime,” it starts sounding as ridiculous as it is.

But the other major issue here is the terminology being used. Somehow “overtime” has become synonymous with “ridiculous crunch time.” By using the much less powerful word overtime, Pachter robs the description of the problem of the weight it really deserves. I don’t think you’d get too many in the games industry complaining about a little unpaid overtime – a few extra hours here and there, maybe a couple of weeks where you don’t go home each night until the sun has long set.

That’s not what these people are complaining about, however. These people are complaining about months upon months of working from sunrise to sunset (or perhaps even the following sunrise), seven days a week, with little-to-no compensation whatsoever.

Rus’ article makes some good points about things like going into a job with your eyes open, and that some people volunteer for crunch. But this isn’t exactly indicative of the reality of the situation. It’s well-documented that crunch is not always planned, and thus is not something an interviewer may even think is going to happen when you’re first hired. Or, crunch may be planned but kept from the employees until it actually happens. Or the employees may be given false deadlines and end-dates for crunch that just come and go with no change in the work situation. The EA Spouse blog from a few years back and the latest Team Bondi articles both describe this sort of thing.

As for crunch being voluntary…yeah, I doubt that’s the norm. Sure, it’s your right to refuse to work unpaid overtime. But again, the real world isn’t always that simple. Especially when you have people who have spouses and children to support, or in this current economy, where hundreds of development jobs disappear every other month. Do you really think with the existing out-of-work or up-and-coming talent pool that refusing to crunch when it’s asked of you is a viable option? The game industry grinds people up precisely because some managers know there are a dozen other people lining up for that position right now.

Not to mention the emotional toll. Some folks may roll their eyes at this, but it’s a fact that this sort of grind will wear people down emotionally, which eventually leads to physical wear as well. Mistakes are made, depression sets in, etc. And again, for those who have families, all the time spent at work is time spent away from those you are trying to support.

Crunch is not a necessity. Crunch of the sort that has sparked this conversation is a result of poor planning and unrealistic milestones/deadlines/expectations. A bit of overtime here and there? Not a necessity either, but likely. Who knows when that last minute check in is going to cause some sort of catastrophic crash the morning of a major milestone? These things happen. But there is no reason why they shouldn’t be the exception rather than the rule.

And the funny thing about the sort of overtime I’m talking about? It’s absolutely possible to compensate your workers for it on the back end of a project, even in the form of time off, since the amount of overtime hours won’t be astronomically high that your whole studio isn’t on vacation for a year. A couple weeks here and there, maybe.

The happy byproduct of that is a content workforce that feels as though it is valued. Talent retention becomes less of a problem, as does low morale.

I’m not saying unionizing is the right way to go. I actually agree with the sentiment in Rus’ article that unions may very well kill the creative process. But the whole attitude of the alternative view – shrugging your shoulders and saying “deal with it” – is absolutely ridiculous in my opinion.

Default_picture
August 12, 2011

Thank you :) Thank you for pretty much typing what I felt. But I do feel you and Rus have one big point and that's that game developers most likely won't unionize anytime soon.

Default_picture
August 17, 2011

"I just don't think people who make a $100,000 bucks a year need a whole lot of protection because they have to work overtime"

I've worked in the games industry for over twenty years and the highest salary I have earned would be equivalent to $60,000 a year. Back in the 8-bit era I created a number one title (on multiple formats). My salary at the time was $10,000 a year. 

I can write code, design 2D and 3D graphics, produce audio and music to studio quality and take a game idea from concept to App Store release. Right now I am earning less than $20,000. I have two children and am on housing benefit. I don't recognize this world of wealth that games industry workers are supposed to inhabit.

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