• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

The Declining Work Ethic in Game Development (Jonathan Blow)

I see his point, but the reality is that companies fired the most productive people a long time ago, because they had the biggest salaries, and therefore, were the biggest cost. It's not journalists to blame or even covid. There's no point on becoming a productive programmer on a industry that values being cheaper to hire.

Also, his final rant there kinda contradicts him.
 
A guy that only made 2 games since 2008, complaining about other people having low productivity.
I mean, he is probably right. But he should look at himself in the mirror.
I will always find him sitting in that chair in a dark room mentally broken because Soulja Boy was laughing at Braid one of the greatest moments in gaming. I'm being dead fucking serious too.
 
Sounds like Blow is encountering what happens to every industry on a long enough timeline once the business world sinks its teeth in: clockers. 9-to-5 folks looking for a pay cheque. Nothing more, nothing less. And there's wrong with being a clocker, but if you build your company out of clockers, you get clocker attitudes and outputs. The bare minimum, delivered mostly on time. Day in, day out.
"Back in the day", gaming was a borderline cottage industry, with dev teams a dozen strong making the biggest games in the world. These were the hardcore guys and girls; they conjured this entertainment medium out of the ether through sheer force of will. They lived and breathed this shit.
Then the suites arrived when the money started rolling. Contrary to popular rhetoric, most businesses don't optimise for efficiency - they optimise for manageability. The suites step in and create managerial structures, daily stand ups, team alignment meetings, and KPIs that, on paper, look like they should result in "everyone rowing in the same direction". But, what it actually does is bloat the organisation to dilute the resource pool. The suites hide in the bloat, soaking up money, all while their new reports and metrics show they're being very productive... but they themselves don't really do anything. They don't contribute to the process of making the game, they simply "run the business", and get paid more than everyone else for doing it.
Then they hire based on manageability with the aim of "running the business". Be on time, wear the uniform, clock in, clock out, submit your time sheets on time. That's what a good employee does, so that's what they hire. Not the long haired freaks with weird glasses and a strange speaking style. The ones who'd rock up six hours late, forget to clock in, and don't give a fuck about your "Socially Aware Knitting Classes". "Back in the day", these "freaks" didn't rock up time because they were up all night re-writing the core rendering function to deliver a miraculous increase in performance to make the game better. Now, they're all indie, because they don't survive the interview process or get reported to HR and fired for not attending their HR-mandated "Toxic Thought Paradigms rooted in Systemic Colonialism Seminar" because they were busy working.
And, once the suites have been around long enough, you're just left with a company of clockers. And when it all goes to shit, the clockers get fired, and the only ones left behind are the people doing the work... and the suites, still soaking up that money.
 
Last edited:
Sure mate, I give you like 2 months tops with those until you're bored out of your mind.
cmkablt910005o40gxvdktytb


Is living a regular life really that unbearable for the young lads nowadays?
 
An engineer on my team asked me to help her this week with a project she started on November 24 and was due December 9th.

It made me realize that if she's able to keep her job dumping hours into a basic project, why am I killing myself working nights and weekends to make due dates assigned by management? There's no recognition, there's no extra money that I can see. I imagine the same is going on in game dev. Managers have 15 direct reports and can't tell who is a liability or not.
 
An engineer on my team asked me to help her this week with a project she started on November 24 and was due December 9th.

It made me realize that if she's able to keep her job dumping hours into a basic project, why am I killing myself working nights and weekends to make due dates assigned by management? There's no recognition, there's no extra money that I can see. I imagine the same is going on in game dev. Managers have 15 direct reports and can't tell who is a liability or not.
Her lead/PM/teammates had no questions for her in your daily standups about why she was not making any progress?

That, plus you having to work nights and weekends with no overtime pay to make deadlines tells me your team is mismanaged. Not saying it's your fault. It's clearly on your leads/managers.
 
Last edited:
I have been working as gamedev for at least 15+ years , from indie to AAA, DLC to porting worldwide, virtually on all platform's.

I don't remember how many games was released (name in credits ) but one thing I have learned , never complain, if so, be prepare to do the other guy job as well 😂 , better and faster for the same salary or less.
 
As the industry moved from this highly specialized, "nerd" domain where small teams of extremely passionate people worked on labors of love to a highly bureaucratized corporate white collar industry full of people who only are there for the paycheck, it has shifted. Yes this makes intuitive sense. The COVID thign didn't help either, although it didn't help any industry, it feels like it hit gaming worse than others as game development seemed to largely cease for 2 years. The companies, probably afraid of their newly politicized (just post-GG) workforce, didn't really push or "crack the whip". Remember when the boss of Ubi said, more or less, "we need to work hard this year because the company's fortunes are riding on it" and it caused an uproar and "employee backlash"? That's kind of how it has been.
 
"The goal isn't just to ship a game—it's to make something meaningful and important."

Love seeing developers with this mentality. The Witness is without a doubt one of the best puzzle games ever made.
 
Its not really just game development.

Work ethic in general is in the toilet, sure most people feel like they getting paid peanuts so why try hard so shareholders make millions.

But there is also an element of modernism and modern "work ethic" which is this, "we need results now, doesn't matter if its good, just as long as its done".

This all came from the tech bro boom with google and facebook etc. But has inevitably turned into how fast a product can get out the door and how quickly so shareholders make money.

We get the bare minimum in most our products in our daily lives. I mean literal planes have doors falling off midflight from this sort of work ethic.
 
Last edited:
This all came from the tech bro boom with google and facebook, but has inevitably turned into how fast a product can get out the door and how quickly and shareholders make money.
Every time new leadership joins and pulls out the bullshit "move fast break things" mantra, I automatically assume they've never built/shipped anything meaningful.
 
Last edited:
"The goal isn't just to ship a game—it's to make something meaningful and important."

Love seeing developers with this mentality. The Witness is without a doubt one of the best puzzle games ever made.
The witness, like the outer wilds

Is just one of those once in a lifetime experiences that cant be matched. These games offer something truly unique and they dont come by often in gaming.

Yes these are puzzle games, but another example for me is both ocarina of time and especially majoras mask, they are experiences that change your perspective on gaming
 
Every time new leadership joins and pulls out the bullshit "move fast break things" mantra, I automatically assume they've never built/shipped anything meaningful.
Sadly theres alot of those leaders.

Someone close to me works for a big 3 letter US tech company (tryna keep it vague and no its not like federal haha, although i do believe they have an armstech branch) had new leadership come in about 5-6 years ago, fired like 40% of the staff, decided to create their own "in house visual scripter" to "speed up production" took them 4 years to do and now they are like literal years behind their deadlines because the idiot didnt think about how all the staff would have to be trained on their own bespoke visual script as well as obviously not counting for bugs and exceptions.

Point of the story, theyre fucked and this person I know worries literally every day that they are losing their job because the team is just barely pushing out completed tasks.

And that is a huge corporation.
 
Last edited:
Companies don't know how productive people should be—they calibrate expectations based on current staff.
That point, current management in those companies probably doesn't have actual development background.

Or they're one of the slackers who got promoted out of the way, so that others can do their work.
 
He's not wrong, but again it's how he says it, and people will waste time with useless responses judging his output/personality instead of the points themselves. Blow's issues aren't hard work, but doing too much bespoke software + ambition + scope-creep.

You can see the overall decline in at least the US in terms of people cultivating discipline and time-management though. During college I worked at an Apple corporate building in Cupertino in the late 2000s, where engineers had sleeping bags at their office, while human resources staff dicked around chatting for an hour consistently after their lunch break was supposed to be over. The former was busy producing the value that made the company worth anything, while the latter I would overhear whining about wanting a 30 hour work week.

We also have infinite scrolling feeds, notifications, more media options than ever, etc. to offer more distractions than previous generations. People were promised great jobs after college, stalling the transition to being adults, and the great jobs never came...so people feel stuck with debt. You also have corporations who regularly won't recognize or reward the people putting in extra work, so you get the Office Space example where you train people to do the bare minimum not to get fired...that otherwise could've had motivation.

Concord was a game that got to take 8 years, do nothing innovative/exceptional, and the people in charge of the money thought it would be great the whole time. I think some of these people don't deserve their jobs.
 
Top Bottom