http://www.dignews.com/feature.php?story_id=8813
Plenty more. Very insightful article about company closures and moving about.
Seems like developers are a new form of migrant worker.
Thats a good point. In the last few years Ive heard a lot of comparisons to the movie business. Some people believe that were heading towards their employment model. In the movie business almost everyone is self-employed; the camera man, the sound guy, the wardrobe person and so on. A movie gets green lighted and the team is assembled just for that project. They hire the crew just for the length of the shoot, then they disband and everyone goes on to other projects. The production company doesnt pay for employees sitting around doing nothing in-between projects. It could work in games too, but Im not so sure how I feel about it personally. Regardless, were currently hired as employees. If we were freelance wed charge a heck of a lot more to cover our expenses and the shortness of the contracts.
The way the industry actually works now is that we almost have that model; employers seem to think its OK to pay non-freelance salary and lay everyone off between projects. Its ridiculous. There are even unscrupulous developers out there, (dont ask me to name them), that intentionally lay people off between projects for their bottom line, not because they cant survive. As for the rest, the business model for developers is extremely flawed. If a developer has a success they make a bundle, the profits are just massive. If they produce even just an average selling game its a struggle to make the development costs back. Whats wrong with that picture? Why is this business so different to other media industry? We rolled over $9.4 billion world-wide last year and yet if you look at the ratio of profit to expense its pretty dismal. Personally I believe that we dont know the market. Were not professional or diligent enough to know what sells and what doesnt. No-one expects the publishers to come up with hit titles every single time. Every movie studio in the world for example, releases duds. If you look at the ratio of completed to cancelled projects however, and after that the ratio of successful games to those that barely make their costs back, were clearly doing something wrong.
Unfortunately, most of the time the developer bears the brunt of those failures.
Plenty more. Very insightful article about company closures and moving about.