dr_rus
Member
It's awful that marketing sucks up more than half the total budget
It's especially awful as there are several studies already which prove that final sales are not directly related to a marketing budget.
It's awful that marketing sucks up more than half the total budget
It's especially awful as there are several studies already which prove that final sales are not directly related to a marketing budget.
Or maybe, just maybe, people like you just aren't buying enough of those games for them to get made anymore.
Ultimately, everything bad or good in this industry boils down to you, the consumer. Gamers love to boogeyman Activision or EA or whoever but the reality is, they're only doing what you proved to be worthwhile.
Why are the single-player offline narrative-driven games GAF loves so much not being made as much anymore? You didn't buy enough of them.
Why are their microtransactions in games? Because the cost of making games has exponentially increased, but you told publishers that you refuse to pay any more for a new game then you did 5, 10, and 15 years ago.
And so on and so forth.
This is bullshit. It's not always about market fit. Publishers do stuff all the time that anyone with a nose in the market can obviously see will go badly. Decisions from the publisher side aren't always rational purchase chasing actions.
The biggest example I can remember of this? The Wii. Major, really, actual games sold millions of copies. Not just mini game collections - Call of Duty ports sold great. Games cost less to make and sold more. The publishers should have coated the Wii in software.
Instead the gaming industry collectively shoved their head up their ass and pumped out poorly running 360 games with ballooning budgets, Hollywood voice acting and unskippable expensive CGI cutscenes. Shitty knockoffs of the popular games that actually did sell. And so many flops followed. For years. And we've been losing developer houses ever since. I promise you this isn't because gamers didn't buy enough copies of their little pet game or genre. It's because publishers, by and large, are dictating a business directive that is fundamentally broken. Among many other complicated reasons, of course, very few of which have anything to do with how many copies of Game X someone on GAF bought.
In the case of micrtransactions and multiplayer, that's just short term opportunity cost. Those games make more money. It doesn't matter how much you damage your brand in the process, or if the product itself doesn't make any sense. Do it anyway!
I am not being skeptical, but you link to any?
If fresh meat for the grinder is easily available and ready to crunch 80-100 hour weeks then not really.If people are already burning out after a decade or two, it's clearly backfiring.
If fresh meat for the grinder is easily available and ready to crunch 80-100 hour weeks then not really.
HardCastle really nailed it, but I also want to add that the other part of this that really needs to be addressed is greed. Interficium's premise seems to be based on the thought that the developer is altruistic and so is the publisher. Based on what we've seen from this industry over the years, you can't really check that off for the publisher, nor can you check that off depending on the developer either.
Now, with that said, when we talk about greed it can be for different reasons. Companies like EA and Activision are doing it for stock performance. They want that incoming cash flow so they can do what they do. I think with studios like Ubi it's 50/50, because some of the major money coming in from something like assassin's creed is why we got things like Child of Light. But none of that really addresses the scummy feeling that microtransactions have in general. It turns a game from being a thing you buy so you can enjoy it to something that is designed around constantly getting you to put money into it after you already plunked down 60 bucks. That feels shitty, especially when a few years ago the industry told us we were killing it by buying used games, you had ass clowns like Cliffy B riding around in Ferrari's and telling the average joe who scrapes up 60 bucks to buy a game that HE was the problem. For the most part the industry, particularly through the 360/ps3/Wii era was rampant with shit business decisions that killed a lot of major developers. And during all of that the management at these companies never once took any responsibility for their business decisions being shitty. They just blamed the consumer. So when I see microtransactions it just reminds me of shit like EA's "Project Ten Dollar" which they labeled with PR speak as "Giving options to the customer!". What made it even worse was people were defending these companies doing shit to be actively anti-consumer. I can't think of an industry that is so outwardly hostile to it's own consumer base and one where the customer base still lines up to buy it anyway.
Guess what, most games are commercial products designed to make money. They were in the beginning and they will continue to be in the future. Nothing has changed. It's pretty simple: These companies make products, and if people find the value proposition to be good enough, they'll buy them. If it's not good enough, they don't buy them (or they buy them, have a bad experience, and refuse to buy the next product that company comes out with).
Also, I'm sure this isn't going to really register with you, but I'm going to try anyways: It might be easier for your narrative to think of them as cartoonishly evil, "ferrari-driving ass clowns" who are out to screw "average joe out of his $60," but in actual, adult reality 99% of people who work at publishers and developers are just hard working, basically good people just like you or I.
I just assumed this was very arch irony, like the person earlier in the thread talking about their experience at digipen/fullsail or wherever. We've had a few juniors in the past who came in with a chip on their shoulder about how we're obviously all idiots and should be doing things X way to solve all our problems.
lol, unionize and watch all those jobs go straight to China. What's worse, working a lot or being unemployed?
Game development is never going to escape the situation it's in because there will always be someone who is willing to work terrible hours for low pay to make games. It's kind of like the fast food industry, but instead of it being a job everyone can do, it's a job everyone wants (initially) to do.
Also avoiding taxes.I really disagree here, I think that vast swathes of any given developers workforce probably are quite hard working, but having worked in my field for a few years in luxury retail, seeing the incredibly incompetent management decisions that decide staffing, department budgets training etc you would be forgiven if you thought these places where run by malcontent sociopaths. Its actually 50/50 sociopaths and clueless monkeys.
Ok I get that my industry is completely different and is not even 1:1 representative of video game development in any small way but I do believe similar pressures and trends are occurring across a lot of creative and labour intensive industries (in my case high fashion). Most companies post 08 had the shocking realisation they could get more for there bottom dollar with aggressive stock options and financial products, heavy 'efficiency' cost cutting in important areas, staffing and training. Actual real efficiencies in corporate structures and workflow improvements will have dropped significantly.
This is how a company such as THQ can implode, a poor balance of budget and a lack of broad offering of products, they thought they could see lighting in a bottle with Udraw which would have pleased shareholders no end and gambled the entire company away with short term thinking.
Companies are not run by rational actors, despite what many free market fundamentalists would suggest, and do not always have the correct knowledge of the market to make consistently positive decisions. Short term shareholder capitalism is driving many industries into the ground.
I'm an older guy, so the thing that bums me out about this is that it means game development will continue to be led and driven almost entirely by people under 35. I've got nothing against people in that age range, but what bothers me is that you don't get the full range. You don't get the more mature or seasoned people in the lead -- people with lots of life or creative experience -- because they've long since left for greener pastures. That's very different than what happens in other artistic/entertainment realms (books or films, for instance). It puts a real limit on the range and development of the medium.
I agree that game development is too much work for too little reward these days.
It does make me sad that there isn't much concern over mentor/student style game development. Companies in tech just want ready-to-go talent and aren't really interested in training it's own employee base. Which leads to the catch 22 of expecting their employees to be trained by their competitors first.
That's true. I hadn't thought of that, but if you lose older people (>35), you also deprive the younger guys of mentors. I'm thinking now of Robert Bly and Richard Rohr, and how they discuss the damaging effects of not having older male guides in the culture (or subculture, in this case). But that's a bit of a tangent, lol, so I won't get into that. But having an older, seasoned mentor can make a huge difference.
Don't ever put Digipen and Full Sail in the same sentence.
... so it's this weird situation where developer types want to talk shop all the time but don't talk shop all the time because you're all technically working against each other but will probably be working together at the same company six months from now.
Endless supply of hungry kids who want to make video games means working conditions will perpetually fucking suck until something major happens.
So you're telling me working people on crunch schedules for months at a time, in an industry with low upward mobility and no residuals on sales... isn't the best way to run things?
I'm just shocked.
Have you ever been to GDC, SIGGRAPH, I3D, Digital Dragons, etc.? Not to mention there are tons of private forums where developers talk shop constantly. We publish on our research page, sponsor professors, as do many other companies.
As a software engineer who doesn't make games for a living it baffles me why anyone who can write code would ever work in the games industry (other than maybe young people just out of school, are absolutely passionate about games, and just don't know any better). You can make significantly more money taking your talents elsewhere and also have a work/life balance that isn't totally out of whack.
As a software engineer who doesn't make games for a living it baffles me why anyone who can write code would ever work in the games industry (other than maybe young people just out of school, are absolutely passionate about games, and just don't know any better). You can make significantly more money taking your talents elsewhere and also have a work/life balance that isn't totally out of whack.
Crunch is usually a symptom of mismanagement or poor planning by company leadership, and seems to be endemic to the game dev industry. Of course it's going to be almost impossible to find senior leads, why would anyone stick around long enough to become senior?
Any job can burn you out if you work too many hrs especially labour intensive work for 3yrs i did 15hrs a day 7 days a week 😶There is a similar type of burnout in finance; investment bankers tend to leave after 2-3 years of working 70+ hours a week. Their salaries are a lot better though so they are at least financially prepared for the next step.
From an outsiders perspective I don't know what to suggest for improving working conditions. It seems that even with all the crunch time and shitty wages, these games still cost way too much to make and there doesn't seem to be enough money going around.
The return on investment is like what? 10% if the game sells really well with occasional outliers like GTA5 for example? The market is so saturated with massive 100+ hour games that there's a huge inherent risk in the industry also.
Compared to something like Hollywood movies where it's regularly 200%+ (although their accountants will make the profit disappear), if you work in CGI or something then wouldn't that be a lot more appealing than video games? At least in that industry you know there's money going around.
Unionizing is probably not a terrible idea but it wouldn't surprise me if more and more work isn't outsourced overseas where horrible working conditions are still common.
As a software engineer who doesn't make games for a living it baffles me why anyone who can write code would ever work in the games industry (other than maybe young people just out of school, are absolutely passionate about games, and just don't know any better). You can make significantly more money taking your talents elsewhere and also have a work/life balance that isn't totally out of whack.
Crunch is usually a symptom of mismanagement or poor planning by company leadership, and seems to be endemic to the game dev industry. Of course it's going to be almost impossible to find senior leads, why would anyone stick around long enough to become senior?
Don't really understand why anyone would want to work in this industry. Just seems shit.
If the turnaround is really this high, "the good old days" of gaming might not be as hyperbolic as many try to make it out to be. Quality control or consistensy can't be very high if you're constantly swapping those with creative control or simply hiring people that lack many years of experience.
Don't really understand why anyone would want to work in this industry. Just seems shit.
There are a few issues here, in my experience:
1) Burnout, as stated.
2) Seniors never leaving their (stable) company. This happens often, because stability is so few and far between, if you find something good, you stick it out as long as humanly possible.
3) Lack of senior devs because...no one on the market is experienced enough (see #2). And the ones who do move already had something lined up elsewhere, and were never "on the market" to begin with.
So yeah, a lot is burnout, but the other side of the coin is that it's very hard to become a senior because job stability is so low, and already seniors are in demand over lower level.
It's kind of a self fulfilling prophecy, really.
My two cents, anyway. Dunno how accurate that may be.
People's dreams and the things that inspire us aren't always (or even generally IMO) built around money or other cold logical planning. When I joined the industry the last thing on my mind was kids or family, and I certainly didn't have much worry for hours back then. I was in my 20s and to be doing something that exciting was enough. And it still excites me. After all the crunch and burnout and stress I still love it/the people enough to keep my foot in the door. A lot of the practices and culture might/do fly against common sense, but understanding why people still line up to do it is all too easy. It's hard to give proper weight to the bad until you've experienced it, and even then... *shrug*
Given how people go bananas when a game is delayed or scaled back, I'm not surprised companies do this.
It really is terrible. I hate the influence of capitalism on gaming.
Don't really understand why anyone would want to work in this industry. Just seems shit.
Indeed. Way more relaxed to code e.g. in Health industry at about the same salary.I've had people ask me 'if you love games so much, why don't you work in the industry?'
Because the industry fucking sucks, that's why.
Given how people go bananas when a game is delayed or scaled back, I'm not surprised companies do this.