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Reader Comments (66)

Posted: Apr 22nd 2009 6:06PM PR0F3TA said

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what is this... i dont even...
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Posted: Apr 22nd 2009 6:12PM chrisgrant said

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You've got to "read" the article. You can do it! I know you can!
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Posted: Apr 22nd 2009 6:48PM chispito said

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Well maybe later. For now:

I think you mean "Exploitative."
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Posted: Apr 22nd 2009 6:49PM chispito said

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Oh no, I stand corrected. Both are acceptable variants. Maybe I should just read it now.
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Posted: Apr 22nd 2009 6:53PM chrisgrant said

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Right – I did change it to "exploitative" in quotes just to match Costikyan's specific accusation. I've always preferred "exploitive" though.
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Posted: Apr 23rd 2009 3:04AM (Unverified) said

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I prefer the term "explosive" myself.

Coz I like things that go boom.
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Posted: Apr 22nd 2009 6:14PM (Unverified) said

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Cat Fight!! *rawr*
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Posted: Apr 22nd 2009 6:23PM (Unverified) said

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Looking at the article, where the employees work until 2 am on their work seems like nothing to me. I have literally spent three days awake working on my architectural model for one of my classes.

Interesting note, don't carve anything at 3am while having not sleept, I have the scar to show for it.

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Posted: Apr 22nd 2009 6:18PM (Unverified) said

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That's one thing that worries me about applying to a game studio. Unlike a lot of other companies that recruit software engineers, game programmers tend to be more prone to getting overworked.
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Posted: Apr 22nd 2009 6:20PM chrisgrant said

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Read the interview for Capps' comments on that.
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Posted: Apr 22nd 2009 7:06PM (Unverified) said

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True, but there's a general notion that the video game industry will suck away your soul. From the article, Epic seems really good on that front. In fact, some coders will get in the zone and become a coding machine for long periods even feeling more satisfied than stressed. It's just that you can't control when it happens
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Posted: Apr 22nd 2009 6:25PM Snap Count said

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Reading more than 250 words, hurts my head. Any way you could pit this in audiobook format.
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Posted: Apr 22nd 2009 6:29PM TheDarkWayne said

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Wow, Kerfuffle, had no idea that was an industry term. Or a real term at all
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Posted: Apr 22nd 2009 8:16PM Foetoid said

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You've been under a rock for a while now haven't you Mr Wayne. Or should that be hiding in your bat-cave a while now?
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Posted: Apr 22nd 2009 6:33PM Xoonaka said

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I didn't read the whole thing yet, but I have been reading most of the IGDA forums on this topic.

What most people hate, I believe, is that he advocates "scheduling" crunch. Planning for something that, most people, believe should be emergency only use. And he's also quoted as saying your game won't be as good without a crunch period.

I'm not 100% sure where I stand on this issue, to be honest, but his quote "The average person here made more on bonuses than they did in salary for Gears 2." seems kind of suspect. Who knows though.
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Posted: Apr 22nd 2009 6:42PM chrisgrant said

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But Capps makes a strong case for responsible use of crunch through management. While many devs find themselves in a crunch, unexpectedly, Epic is evidently very responsible about the application, and seeks to ameliorate the often negative effects it has on teams.

What is important to note, as he does later in the interview, is that just because Epic has created a successful crunching model (and incredible financial incentives are a part of that, if one is to believe his comment about bonuses) that would appear to be the exception at Epic, and not the rule industry-wide.
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Posted: Apr 22nd 2009 6:55PM Xoonaka said

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Yeah, I see what you're saying, but many on the IGDA forums (especially those from Europe, since apparently Europe has very strong work laws in place against long hours and such) believe that crunch is something we should strive to eliminate, as they think in all cases it leads to less/worsened productivity. So scheduling it sort of flies in the face of that.

It almost feels like a theory versus practicality argument sometimes. I love working long hours when it's optional... but man, working the long mandatory hours really starts to drain on you after a while. I used to work late probably 3-4 nights a week early in this project I'm on now... but once it became mandatory, in about week 7 or 8, it just really felt like I don't want to be here, ever... I dunno why, I love the project.

But yeah, interesting read, now that I've gotten through the whole thing. He certainly makes his argument well.
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Posted: Apr 22nd 2009 10:35PM WiredKnight said

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The issue is that most people don't understand that crunch is a natural part of the development process. You can't schedule or prevent it. To make the best games, it's all about how you manage it. From all the interviews and other information I've seen about Epic, they actually probably deal with it the best. With that in mind, it seems really unreasonable for Costikyan to say the things he did.
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Posted: Apr 22nd 2009 6:44PM KeeganTheBrain said

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Great article/interview with some good points. (But you've got a mangled link about the GTA IV launch back in Nov.)
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Posted: Apr 22nd 2009 6:46PM chrisgrant said

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Nice find! Fixed.
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Posted: Apr 22nd 2009 6:52PM Centaur said

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When people work too hard, they produce sub-par code. Whether they are conscious of it or not, it's just a fact of life. If they were to let people work that late, someone would have to spend even more time going back and fixing the bad code. Worse, if the bad code lies unnoticed for any length of time, new code can be written that depends on the bad code being the way that it is, making it even more difficult and time consuming to fix the bad code.

I didn't realize they kicked people out at 2 a.m. They've got my respect!
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Posted: Apr 22nd 2009 6:53PM Centaur said

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Thanks for the article. I only heard about the kerfuffle in passing. It's nice to hear it put into perspective.


Joystiq (and Christopher Grant) RULES!
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Posted: Apr 22nd 2009 7:20PM (Unverified) said

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This is a good interview, although the guy is still a "management dickhead" in my opinion.
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Posted: Apr 27th 2009 11:44AM Duke said

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Why? Because he's management? God forbid that someone is in charge at a company. We wouldn't want stuff to get done now would we...
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Posted: Apr 22nd 2009 7:01PM Xero Theory said

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obviously crunch time and all that comes with any big creative multiphase project. if the programmers and everyone really do get bonuses for the game doing well then who cares honestly? if they want to put out a crappy game they get paid a certain amount to make it regardless of how it performs so the bonuses are an extra incentive to put out a really good game which might require crunching and pulling extra hours if they didnt want those bonuses or werent passionate and proud of their work then they could not do the best they can and they wont see the returns for their hard work theres nothing wrong with that its all about how much you want to make compared to how hard you want to work. if the programmers or whatever dont like how things at epic function theres a simple solution dont work there
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Posted: Apr 22nd 2009 9:29PM Xoonaka said

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Well, crunch is never "necessary" for a good game, and that's exactly why some people are upset, because he's being quoted as saying it is necessary. It likely will happen, but that's not due to wanting to make a better game, it's due to tight schedules and/or budgets. A studio generally doesn't want to fund a project for too much time.

Another thing to note... is the people who are getting the bonuses are probably like he said, the people on projects like Gears 2... the successful projects. What about the latest Unreal Tournament? It didn't do nearly as well... I doubt they got huge bonuses... but I'm sure they worked just as many hours.

It's kinda tough not having total control over your pay.
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Posted: Apr 23rd 2009 1:44AM Xero Theory said

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one could argue that crunch time is necessary though because no matter what there are going to be bugs or other things to fix and when a project comes down to the wire it is time to crunch and get as many things done to the best of your ability. he says that in the interview that people will work normal schedules until about a month and a half before release and then they crunch its a respectable and obviously very effect dev. model. and as far as UT3 the people that worked on gears 2 put out a superior game that was marketed better and was on a more popular system. while im not saying the people who worked on ut3 dont deserve credit for trying its not fair to not award a team that made a really well selling popular game. the people on the ut3 team got paid their base salary for the game they made so they arent losing money the bonuses are only money earned.
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Posted: Apr 23rd 2009 10:46AM Xoonaka said

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Right, I get that Gears 2 is more popular and maybe even a better game... but if the reasoning behind it's okay to work lots of "crunch" time because we reward our employees with bonuses... then I don't think it's entirely fair for people to work a lot of crunch and not get rewarded.

As for crunch being necessary, yeah, I agree, in the real world it probably is necessary. But it's not necessary to make a better game, it's just necessary to make a better game faster. Which, you know, time is money and all, so I get why the owner of a company would take that stance.
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Posted: Apr 23rd 2009 10:51AM Xoonaka said

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Hey, I just read Capps post below. Now that "pool" of money sounds like a great solution to me. I'm very glad to read that. That almost completely invalidates my argument.
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Posted: Apr 22nd 2009 7:03PM cuteSAVAGE said

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Absolutely fantastic interview. Kudos!
-----

I can't say whether or not I agree with everything he's stating, but he did make some excellent points and presented his views very well. This is the first I'm hearing of the kerfuffle so I probably need to check into it a bit more. At least from his comments in the video/panel and this interview, I'm taking away from it that the IGDA blew what appear to be completely rational comments and position out of proportion.

Personally, I feel if the gaming industry has already become to much of an "industry." Soulless like hollywood and the RIAA. The more passionate hobbyists making games the better, even if they work for major publishers like EA and Activision or larger devs like Epic and Blitz. What I'm taking from his comments is that is exactly the type of employee they seek, and the type of studio environment they are trying to foster. I may be looking at it wrong, but I'm not getting the vibe that he is forcing his managerial position on anyone.
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Posted: Apr 22nd 2009 7:05PM cuteSAVAGE said

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That he is *NOT* forcing his managerial position. - Fixed.
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Posted: Apr 22nd 2009 7:06PM cuteSAVAGE said

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Argh, now I've created a double negative... Oh well. :(
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Posted: Apr 22nd 2009 7:13PM Xoonaka said

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Well, don't forget, he is forcing mandatory extra work hours during crunch periods. And he's only seeking to employ those who he feels are willing to put in optional extra hours as well. But I agree with you, it's hard for me to know whether I agree or not. It's kind of a gray area for me.
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Posted: Apr 23rd 2009 8:45AM xGeneral DEATHxDEETH82 said

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@ Xoonka:

I thought he said that he wasn't forcing crunch hours, but that his employees are just *that* passionate about what they do. Maybe I'm reading the article all wrong, or perhaps I misread your comment.
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Posted: Apr 23rd 2009 11:32AM (Unverified) said

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@doc j: The abuse of medical residents by the industry is absolutely insane. Writing dangerous bugs in the middle of the night is nothing when compared to writing dangerous prescriptions. As I understand it, the 36 hour shift exists for no reason other than to save hospitals on staffing costs, and that's wrong.

@XeroTheory & Xoonaka: All the money at Epic goes into one big pot, regardless of the source. We keep a year of money on hand, just in case our publishers and engine licensees all spontaneously combust. Anything over that reserve is bonused out to employees across the company, split up based on their 'share' in the bonus plan. (Shares are determined by regular employee reviews.) It's crucial that we reward people the same regardless of their project. We just shipped a *GIG* of free content for UT3, for free, a year and a half after the game went gold. You can imagine, there's not much money in launching free bonus packs :) and we do those all the time! I want guys excited to do their best work on everything they do here, not fussing about being assigned to the 'most profitable' project.

@Virginia: Yes, there is a Bonus Clause. :) It's true, we've been so lucky to have a great base of fans who have enjoyed our games for years. That has translated to profits, and thus great bonuses for the team. I don't like to get into specifics, but just think about "5 million units sold" and "100 employees". :)

@many: Yes, we have 'forced crunch hours'. We'll all discuss and set a goal, like "10 hours a day, 5 days a week", or at worst, "12 hours a day, 5 days a week, weekends off". People can still flexibly work their preferred hours during the day, but we set a minimum bar. We often debate whether a bar is necessary, but we do frequently have employees asking what is expected of them during crunch, etc. so we've stuck with this method for the last two games.

@DarkNessBear: Dude, come back from the edge! This industry is awesome! I really don't hear about many places doing 16 hour days; if it does happen, it's that last day or two before submitting the game. There were some nasty stories (ea_spouse) about months and months of unbearable hours, but you're really hearing a lot less of that now. I'm convinced no one is able to work more than 12 hours a day for long - at least, not and still be productive. And what's the point of working someone more, to make them less productive? Admittedly, testing is a little different; most testers are paid by the hour, and get overtime after 8, so they can sometimes be happy to work a few hours of overtime. The danger is that testers are often younger, and will sometimes take more overtime than they should. That's when an experienced test manager is crucial.

@person who said Epic's example might be misused: Yep, I said that in the interview too, and it's a real concern. I always try to qualify with "It works for us, but we are VERY unique." Very few studios have our compensation package, our employee seniority, our culture, our size, etc. And most important, we make it clear up front that we work hard at Epic. Any time we hire someone, we're adding one more slice to the big delicious royalty pie. So we're cautious about hiring, and try to keep the ship as tight as possible.

@Mr French: Well said. No one would give a crap about Epic if all our brilliant, talented people had left years ago due to poor treatment... because Epic wouldn't exist.

@Everyone kerfluffling about quality of life: I absolutely agree that quality of life is a serious issue in the games industry. Sadly, it's an issue throughout the USA -- who wants to be on top of the 'most hours worked per week' country list? We all need to be watchdogs speaking out against exploitation of workers, in any industry. But really, you're not doing the cause any good to go after Epic. We don't have 1% annualized turnover and win "Best Places to Work" awards because we're exploiting our workers! I'd politely suggest you leave us out of it, and focus your boundless energy where it'll make a difference, not where it'll just make you look uninformed.

@all of you: Really glad to see a reasoned debate here. Who'd have thought Joystiq would be a more rational place to discuss issues in game development and quality of life than the IGDA forums? Good for you!
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Posted: Apr 23rd 2009 11:21AM Xero Theory said

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@Michael Capps
Thanks for putting it into perspective that seems like the fairest solution not doing a bonus on who works on what. Also I dont know why this is such a big deal to the community at large. If things were as bad as some people are making them out to be then Im sure that epic would be way down on people wanting to work there or at least they would be investigated for their work and business practices. Since nothing like that has come up Im going to continue to enjoy games epic puts out as one of my favorite studios.
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Posted: Apr 22nd 2009 7:12PM (Unverified) said

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Wow... this was a really great read. I've missed the whole "kerffufle", but i have to say that I'm very impressed with Michael's comments and honesty here. It sounds to me like they DO know what they're doing. People on the internet fly off the handle at out of context comments and just go nuts... I really hope all the people who have had negative comments at least take the time to read this interview. Unfortunately I don't think most of them are really interested in a discussion about it... they're just cruising around looking for the next drive-by bitching hit and run.

I would also like to compliment the interviewer on his very intelligent and well worded questions.

Props all around!
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Posted: Apr 22nd 2009 7:34PM (Unverified) said

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Unfortunately this is the norm in many "design" fields. The anecdotes about kicking people out at 2am remind me of my college years in an architecture program. You had the bldg staff kicking you out at 2, so you'd have to hide till they moved on in order to work the whole night through during crunches. Depending on the semester/professor, you might have a design review weekly so you might be pulling 12-14 hour days, 5-6 days a week for the whole semester.

The biggest problem with an industry head saying its alright to pull long hours during crunch time has less to do with Epic's staff as it does with other companies pointing to an industry leader and saying "if its good for epic its good for us." I don't know what its like to be a programmer right now but as an architect the current economy has turned any job into a valuable commodity, even some of the sh*tier ones. So i wouldn't be surprised if there are people out there working longer than they're comfortable with for the sheer fact that they need the work. The problem with being as successful as Epic is that they become an example and whether or not its wanted or warranted they inherit a responsibility to the VG design profession as a whole since they are likely to be seen as an example.

The thing is management will always try to take advantage of you, its just human nature, and by advantage i don't mean a sweat shop but if you're willing to work till dawn they'll usually let you, because its in their best interest. Well, if you're on salary that is, and you consistenly have to strike a balance between being a "team player" who is good in the crunch without letting them walk all over you.
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Posted: Apr 22nd 2009 7:21PM (Unverified) said

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I work in the industry, was *at* the panel with Capps, and didn't even bat an eye at anything he said. Huh.
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Posted: Apr 22nd 2009 7:28PM DarknessBear said

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Ugh - watched the video - it really makes me not want to join the industry. It has been my life goal, but I also like having my own time. I don't think I could handle working 16 hours a day 7 days a week for 1-2 years... I'm just not that kind of person that is a emotionless robot. What is the point of life if all you do is constantly work? You can never do anything in your life?

This crap makes me feel so depressed. I used to work at THQ and quit because of this very issue, I was a QA tester and the job was not that fun. And I would have just worked 8-9 hours and was ready to go home and see my girlfriend, play some games and eat... and they would come up and say, "Hey guys we need you to stay for 4 more hours". I was like, screw you... but there were so many guys around me blindly saying, "oh alright". How the hell do people not have lives??

I guess if you are really passionate about the game you are working on and are having a big hand in helping create it and it is a collaborative effort - but I would not dare do that if I didnt have a big stake in the project. And I really do believe if I worked 60-70 hours a week, 7 days a week for a few years on a game, and it came out and some loser on the forums said, "This game sucks!" I'd probably find him and kill him.

Ugh... fuck life.
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Posted: Apr 22nd 2009 8:21PM DigitalTwisted said

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I totally agree with what your saying Bear, and if what you've described is "industry standard" then it definitely needs looked at and changing.

I am a lazy bastard, but when I get wrapped up in something I'm passionate about I do put in long long hours, and the Epic model sounds perfectly acceptable to me.

Maybe instead of lambasting Capps and Epic for their way of doing things, it's the complainers who should have a look at the way they do things and step back for a moment and ask the question of themselves...."Wait a minute, is what we are doing better than what Epic are doing?"

From your comparison with THQ there, I would say the answer to that question would be "No, and it is in fact worse."
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Posted: Apr 22nd 2009 7:33PM Doctor Doom said

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I don't condone his actions if he goes out of his way to be a jerk, but have any of you ever managed before? If you have, a lot of top brass people will tell you the same thing. "You have to be an asshole, or they take advantage of you". I personally have never seen if it is true but thats the whole vibe. The Pixar work environments are few and far between.
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Posted: Apr 22nd 2009 8:13PM lokid20 said

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From the article: "Honestly, the rule I have the most trouble here with these guys is kicking them out at 2. That's the one that pisses folks off. It's not the 8 hours a day, it's the 2am and I'm still working and I'm on a "I've got a bug by the tail and I want to finish it." And we'll have someone going around banging on doors, kicking everybody out because they need to go home."

Translation: "I have the most touble here with these guys not meeting our very strict milestones. That's the one that pisses folks off, especially the managers when our employees are unable to meet these ridiculous milestones that we give them. And we'll have the managers going around to each office, checking on them often to make sure they're working hard to meet these deadlines."

Okay, perhaps I'm a bit cynical...
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Posted: Apr 22nd 2009 9:05PM doc j said

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What's funny about this to me is that there is a huge kerfuffle about people creating video games being forced to work long hours and how this eventually results in worse games.

You know who works a lot longer hours than video game developers? Medical Residents. Eighty hour work weeks are the norm and these are the people who provide the majority of patient care in the hospital setting. Before anyone says the motivation for these hours is for the "training" process or something - it's not. The reality is the average first-year resident makes much less money than many of these developers (we're talking a national average of under $40,000 / year... and the vast majority being $150,000+ in debt) and the reason they work so many hours is because they save a crap load of money for the hospitals. You can have 5 residents work 18-hour shifts (common enough) or the same pay as an attending who works a 10/11 hour day (which is also a rather long day).

Not to say the discussion of these working conditions doesn't have merit, of course it does - and this is a very good read to shed light on the subject. It just seems weird to me that we would be so complicit and accepting of this exploitation in one field and then cry afoul in another field.

Thanks for the atricle.
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Posted: Apr 22nd 2009 9:25PM Xoonaka said

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@ doc j

I agree the whole Medical Residents thing is far worse, but I think the reason we're seeing the outcry over this issue is because it's part of the game community and it's a gaming news site. I certainly hope the same discussions are happening on hospital forums.
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Posted: Apr 22nd 2009 9:37PM Tye El Czar said

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I wonder what CliffyB has anything to say about this issue.
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Posted: Apr 22nd 2009 9:59PM Jerk Face said

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He's too busy giving the People's Elbow to the dudes down in the mailroom to worry about it.
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Posted: Apr 22nd 2009 9:53PM (Unverified) said

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Great interview Mr. Grant, the best I've read on Joystiq as far as I can remember.

I'd certainly like more of this on a regular basis (although I don't share many of the views of Capps and I highly suspect him of embellishing some of the facts (no I'm not talking about the bonuses)).

And of course, I always like to see some good stuff said about my hometown (Mtl).



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Posted: Apr 22nd 2009 9:59PM Jerk Face said

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Great interview, Chris. You're a god damned professional!
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Posted: Apr 22nd 2009 10:27PM acme64 said

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start dev cycle earlier. work regular hours, like regular people. Problem solved.
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