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thomasbenson575y ago
In 2018, Rockstar Games, one of the industry's most celebrated video game developers, released Red Dead Redemption 2. Highly anticipated even by those who rarely play games, the pressure to succeed was apparent to all. Rockstar were aiming to raise the bar for open-world video games, and to strive as close to perfection as they could. But perfection and high expectations come at a cost, and ultimately it is the developers who pay the price.
Leading up to the release date, the grim reality of the work required to make the game was becoming more and more apparent. Dan Houser, co-founder and writer at Rockstar games revealed in an interview that the team were pulling 100 hour weeks to get the game ready in time [1]. Although he later clarified that he meant only the senior writing team, reports soon came out regarding the crunch (an industry term that refers to an intense period of working long hours in order to get a game ready on time) that, although not mandatory, was expected and encouraged. Weekends were lost to the development of the game, mental health was impacted in many, and even relationships were damaged [2].
There was a very human cost to creating the game, and it is one that is widespread, even accepted, throughout the industry.
Every few years, a fresh story will emerge detailing the terrible conditions in which the largest video games are produced, and every few years the world forgets. 2004 saw the 'EA Spouse Letter' that first sparked the debate around crunch and its effects on the families of developers, bolstered by another spousal letter in 2010 written by the spouses of Rockstar developers forced to work long hours [3]. And more recently in 2020, CD Projekt Red were criticised for their mismanagement of Cyberpunk 2077, a game that had some developers crunching for over a year, and yet still released in a broken state [4].
All of these stories tell us that there is a fundamental problem with the way that video games are being developed, where product comes first, and employee health second. Developers cannot rely on the customers to demand better working conditions, because the simple fact is - the vast majority of the general public don't know about the crunch required, and many of those that do simply do not care. Instead they must unionise, a strategy that has worked time and time again to protect workers' rights, and prevent them from being taken advantage of in the brutal capitalist society they live in [5].
Until they do, developers will continue to have their passion for working in the industry exploited, and in a few years time, another story will come out of overworked developers, pushed to their limits for the sake of an entertainment product, whose profits will line the pockets of shareholders and CEO's.
REFERENCES
[1] https://vulture.com/2018/10/the-making-of-rockstar-games-red-dead-redemption-2.html
[2] https://kotaku.com/inside-rockstar-games-culture-of-crunch-1829936466
[3] https://www.businessinsider.com/video-game-development-problems-crunch-culture-ea-rockstar-epic-explained-2019-5?r=US&IR=T#a-trio-of-recent-blockbusters-red-dead-redemption-2-anthem-and-fortnite-are-the-subjects-of-major-investigations-detailing-the-messy-work-of-creating-blockbuster-games-4
[4] https://www.polygon.com/2020/12/4/21575914/cyberpunk-2077-release-crunch-labor-delays-cd-projekt-red
[5] https://www.investopedia.com/financial-edge/0113/are-labor-unions-effective.aspx
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Turi5y ago
I had no idea about this - fascinating.
Much of the creative industry works the same way - artists, film-makers, even architects are notorious for their all-weekers towards the end of a project. And if you studied Humanities at university, you'll also be all too familiar with the essay-crisis.
Is there not something intrinsic to creative production that all-but-guarantees the crunch? And would unionising, therefore, serve any purpose that increased pay or better healthcare provision would not?
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thomasbenson575y ago
I think there is absolutely something to be said about creative industries and the inevitability of crunch. And I don't necessarily think that short time crunching is a bad thing. However I think the problem comes when there is a culture created in these studios that, although not demanding crunch, strongly suggests that a good employee would surely want to sacrifice their weekends to developing the game, and to do otherwise would be letting the team down.
For example, when the working conditions of CD Projekt Red was leaked, there was a report that management were handing out tokens to employees that they felt were putting in extra hard work. When the game released, those employees with tokens would be given a bonus, providing the game's critical reception was good enough (https://www.theverge.com/2020/12/11/22170655/cyberpunk-2077-cd-projekt-red-developers-staff-bonuses-review-score)
The interesting thing about game development is that often the creative side of the process will be completed a year in advance of the game's release. The rest of the time is spent polishing and ironing out any technical issues and bugs. The only reason that they are having to crunch is to hit deadlines that many publishers are not willing to move on. I think unions would help in this regard, to help change the culture from "higher ups want it out by this date so you need to put as many hours as needed to get it done" to an approach that recognises deadlines but also employee health.
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epalmer4y ago
**Video Games Developers often have inhumane working conditions - but regardless, EVERYONE should unionise.**
- There are many examples of video games developers being treated particularly poorly in regards to their work conditions.
- However, even if this did not occur, they should still unionise - as should every worker.
**Benefits of unionising**
- Unionised workers earn on average [11.2% more](https://www.epi.org/press/union-workers-are-paid-11-2-more-and-have-greater-access-to-health-insurance-and-paid-sick-days-than-their-nonunion-counterparts-policymakers-must-strengthen-workers-ability-to-form-unions/) in wages than nonunionised peers (workers in the same industry and occupation with similar education and experience).
- There is greater power of a collective voice to communicate to management dissatisfaction and frustrations.
- Trade unions can negotiate much better terms and conditions on behalf of their members including more paid leave and more humane hours as well as ensuring safer workplaces.
- There are [50% fewer](https://waronwant.org/news-analysis/ten-reasons-why-unions-are-important) accidents in unionised workplaces.
- Unionised workers have more job security and stability. Trade union members are more likely to stay in their jobs longer, on average [five years](https://waronwant.org/news-analysis/ten-reasons-why-unions-are-important) more than non-unionised workers.
- This stability is particularly important to ensure in the games development industry with the high levels of [fire and rehiring](https://www.google.co.uk/amp/s/www.polygon.com/platform/amp/features/2016/12/19/13878484/game-industry-worker-misclassification).
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