[HN Gopher] EA: The Human Story (2004)
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       EA: The Human Story (2004)
        
       Author : antiverse
       Score  : 160 points
       Date   : 2022-07-15 14:59 UTC (8 hours ago)
        
 (HTM) web link (ea-spouse.livejournal.com)
 (TXT) w3m dump (ea-spouse.livejournal.com)
        
       | kache_ wrote:
       | Vote with your feet
       | 
       | Quit your job
       | 
       | Seriously..
        
       | chubot wrote:
       | FWIW I was part of the class in the resulting class action
       | lawsuit, and got a settlement check for about $30K in 2005
       | 
       | I also got a ~$5K settlement check from Google around 2012 due to
       | the illegal Steve Jobs - Eric Schmidt anti-poaching agreement,
       | another class action lawsuit
        
         | wanderingmoose wrote:
         | I was part of both as well.
         | 
         | I don't condone any of EA's behavior at the time, but the
         | lawsuit benefited the lawyers way more than the artists and
         | developers. I wish there was a resolution to the situation that
         | allowed EALA to continue as a major studio. The talent there
         | was amazing. Some of the blue sky projects that never made it
         | to production were really interesting.
         | 
         | Unfortunately -- lawyers got paid. EA made some rule/structure
         | changes. And EALA lost most of its square footage to a 24 hour
         | fitness. Makes me sad everytime I drive by.
        
       | shadowgovt wrote:
       | This post is from 2004.
        
       | jolux wrote:
       | Needs a (2004).
        
         | spiderice wrote:
         | I wondered why she was referencing games such as Madden 2005
        
           | Beltalowda wrote:
           | It was released two months before this post was made.
        
         | AdmiralAsshat wrote:
         | I thought the decade-plus age would be obvious from the fact
         | that it's a LiveJournal entry. :)
        
         | probably_wrong wrote:
         | And precisely because it's from 2004 there are plenty of
         | developers who may be hearing this story for the first time.
         | 
         | This story, perhaps more known as "EA Spouse", was eventually
         | attributed to Erin Hoffman [1] and made quite a splash. It
         | gained EA a bad reputation for excessive overtime that, AFAIK,
         | they retain to this day. It's not the only reason why EA was
         | named the "worse company in America" in 2012, but it was among
         | them.
         | 
         | [1] https://en.wikipedia.org/wiki/Erin_Hoffman
        
       | m0llusk wrote:
       | Disabling the back button on my browser limited my sympathies.
        
         | egypturnash wrote:
         | That's thanks to the many ways Livejournal has gone to shit in
         | the eighteen years since this post was written - its creator
         | sold it, it went through several owners, and ultimately ended
         | up in Russian hands who have been slowly shitting it up in the
         | many ways modern sites are garbage.
        
           | dsr_ wrote:
           | To a first approximation, everyone who didn't want to be part
           | of LJ's practices moved to DreamWidth.
        
         | pvg wrote:
         | _Please don 't complain about tangential annoyances--things
         | like article or website formats, name collisions, or back-
         | button breakage. They're too common to be interesting._
         | 
         | https://news.ycombinator.com/newsguidelines.html
        
         | [deleted]
        
       | 0x500x79 wrote:
       | I see that "Vote with your feet" got downvoted in the thread, but
       | it's true. I worked for another one of the large game studios in
       | the US for a long time. The practices employed at the game studio
       | were built around keeping people attached to their jobs because
       | they love video games and loved the games we built. It was
       | weaponized excessively.
       | 
       | Almost every town-hall, all-hands, etc was framed around the
       | product and keeping players happy (we need to deliver this by
       | this date so you have to crunch). The hiring pool was primarily
       | people that played the games we developed and there was some
       | psychological warefare going on that attempted to prevent
       | attrition based on building what you loved.
       | 
       | The quote from the article is: > No one works in the game
       | industry unless they love what they do.
       | 
       | This is pretty true and can be very toxic in your "job". My
       | advice: Don't love what you do for work THAT much. Keep a bit of
       | a disconnect and live your life still. In the modern tech
       | industry you can leave, you can find a job that treats you well,
       | don't make your identity a "video game developer on X game"
       | because that is a recipe for burnout.
       | 
       | The issues that stemmed from this are impossible to outline.
       | People made subpar decisions, dealt with inhumane conditions and
       | harassment, took lower pay, and at the end of the day has caused
       | REAL harm in the industry (suicides, trauma, etc). We need to be
       | better and hold these companies accountable from every aspect of
       | not buying games, not working there, and attempt to make the
       | industry better.
       | 
       | I left my stint at video games and went to a different company.
       | The pay is better, the working conditions are better, my thoughts
       | are not stifled because of internal politics.
       | 
       | The industry has changed quite a bit since 2004. During that time
       | publishers were key and many times deadlines were set by the next
       | "drop" for the publisher, but many of the problems with the
       | industry have stayed around and video games are not worth it.
        
         | mistrial9 wrote:
         | put another way, video games are addictive and people in the
         | industry are not immune to addiction life paths
        
           | peytoncasper wrote:
           | I disagree with your interpretation of OP's comment. Sure you
           | can argue that playing a video game can be addictive to some
           | people. But game developers are not getting addicted to
           | playing the games they make.
           | 
           | Creating a video game is probably as close as you can get in
           | the software space to art. It's the culmination of hundreds
           | of different skills into a single package that has the off
           | chance to shift and affect culture across the globe. Its
           | exciting, and has the potential to fill someone who works on
           | it with an intense amount of pride. That, in my opinion is
           | not addiction.
           | 
           | Unless you consider artists, musicians, designers, actors and
           | hundreds of others who work in purely creative mediums,
           | addicts.
           | 
           | There is a lot to be proud of by shipping something that is
           | used by hundreds of thousands if not millions of people and
           | especially more so if it makes people happy. It's that
           | intangible feeling of creating and seeing it successful that
           | keeps people working in the video game industry despite the
           | very obvious downsides.
           | 
           | For a lot of people, it's attempting to create something for
           | players that fills them with as much emotion as they once
           | experienced playing another game.
        
         | syntheweave wrote:
         | I also spent time in the industry, and would agree. There are
         | much better industries to work in to make a paycheck, and games
         | can be sustainable if you approach them with an eye towards
         | hobby-scale production. But 20-year-old me would probably still
         | disagree because he lacked for ideas of how to approach a
         | career. It is hard to see your options properly when you're
         | starting out and most "helpful advice" from elders amounts to
         | "I did this and it worked for me(in a completely different
         | economy 30 years ago)" or "the good jobs are in X".
         | 
         | Really, though. The people who do best in games tend to come in
         | with a specific specialty skill that they enjoy and is
         | transferrable, deploy it for a brief tour, then exit. Everyone
         | tasked with arbitrary production-as-a-whole functions gets
         | wrecked at some point. And it doesn't get better at indie
         | scale, because accountability is even lower in a tiny studio,
         | and the producers will tend to achieve results by repeatedly
         | finding new people to do free work, gaslighting them and then
         | tossing them aside when they stop delivering. And if it's a
         | true go-it-alone, then you can end up self-imposing crunch when
         | you sense the game isn't shaping up like it should, and it's
         | easy to stay there indefinitely until you break because game
         | scoping can get out of control so easily.
         | 
         | Like, you can make indie stuff work. I know folks who have. But
         | they have a _very_ tight grasp on the kind of thing they are
         | aiming to achieve, and categorically aren 't doing "game
         | productions" in the sense of spending most of the cycle
         | fumbling around figuring out how to make the game and worrying
         | about how to make characters successfully interact with doors.
         | It's basically always a narrow genre entry like "Sokoban
         | puzzle", and the dev specialized into doing only that genre so
         | that more of their work and skillset transfers between
         | projects. And you can do great work this way and truly achieve
         | mastery over the subject matter because with such a narrow
         | scope, the code and assets can be iterated over a ton, without
         | much deadline stress. But "the industry" as a whole is
         | blatantly against respecting that process since it's normalized
         | stealing as much as possible from last year's trends and then
         | pushing all remaining effort into a wider marketing funnel, and
         | in doing so, creating a raft of challenging technical problems.
         | So for as much sheer effort the industry puts in, most of it is
         | wasted.
        
         | [deleted]
        
       | branon wrote:
       | EA perpetuates practices that hurt customers, too.
       | 
       | I used to unapologetically pirate video games and only within the
       | past two years have I finally come full circle and begun
       | purchasing games, both new titles and older ones I had played in
       | the past but never paid for until now. Steam has been the tool of
       | choice for this reconciliation process.
       | 
       | As a result, some of the hardships that paying customers
       | encounter have become apparent to me only recently. I was aware,
       | in a peripheral sense, that some singleplayer games required an
       | Internet connection to run. But this never mattered to me because
       | the pirates patch that stuff out.
       | 
       | Lo and behold, I'm sitting in a hotel last night trying to play
       | Mass Effect Legendary Edition, and the thing refuses to function
       | because I'm not connected to the Internet. I was astounded. This
       | has never happened to me before. Why am I subject to this as a
       | customer? If I steal the game, I receive a product without this
       | glaring defect (I believe the defect has a name: "Origin").
       | 
       | Missteps and antipatterns like this are rife within the games
       | publishing industry so it's no surprise that employees are
       | treated even worse than customers.
       | 
       | I must admit I do not understand the industry, but I don't see
       | why competent studios like Blizzard/BioWare/Id could not simply
       | self-publish their games. What exactly does EA add to the
       | equation? Seems like it would not be a particularly monumental
       | task to cut them out.
        
         | snet0 wrote:
         | This reminds me of something Gabe Newell famously said about
         | Steam.
         | 
         | > "We think there is a fundamental misconception about piracy.
         | Piracy is almost always a service problem and not a pricing
         | problem. If a pirate offers a product anywhere in the world, 24
         | x 7, purchasable from the convenience of your personal
         | computer, and the legal provider says the product is region-
         | locked, will come to your country 3 months after the US
         | release, and can only be purchased at a brick and mortar store,
         | then the pirate's service is more valuable."
         | 
         | I'd almost never pirate a game that was available on Steam.
         | There are games I want to play that I don't see myself playing
         | (unless I can be bothered to pirate), just because they're on
         | some ugly, useless, slow, cumbersome and frankly worse-than-
         | literally-nothing "launcher". I'd rather play a game through
         | Steam than just through an executable, but I can't say the same
         | for literally any other launcher/game service.
        
           | goosedragons wrote:
           | TBF Valve and Steam were IIRC the first or very close to
           | first to have a game that required online activation (not
           | including like MMOs) with Half-Life 2. Steam was incredibly
           | frustrating for me as a kid stuck with dial up as the offline
           | mode was tremendously broken and the install DVDs always
           | fetched large portions (for dial-up anyways) of the game from
           | some server. Plus you had to update games upon install even
           | if you didn't want to which meant longer downloads.
        
           | mouzogu wrote:
           | Afaik only GOG sells games without DRM. I have bought
           | EA/Ubishit games on Steam which when you open the game, it
           | installs Origin/UbiWhatever and then run through them only.
        
             | cruano wrote:
             | Steam doesn't force you to be DRM-free like GOG, but they
             | definitely do have DRM-free games. You can launch them from
             | the .exe without internet or Steam installed, but it's up
             | to the publisher
        
             | nu11ptr wrote:
             | +1 for GOG. I don't play games much anymore, but I still
             | collect some of the older ones I enjoy on GOG knowing that
             | there is no DRM. I tried steam and purchased a few games,
             | but honestly I prefer to just have the game flat out
             | without needing a "client" to get them, so while many
             | people praise Steam... I'll pass.
        
             | [deleted]
        
             | dleslie wrote:
             | A few years ago Steam began showing labeling on store pages
             | for games that use third party DRM; and if you buy a game
             | that has it and you did so unwittingly, then you can return
             | it without issue provided you played less than two hours
             | and you bought it within the last two weeks.
        
               | karpierz wrote:
               | This return policy is true regardless of whether it has
               | DRM or whether you knew.
               | 
               | You can return any Steam game, for any reason, provided
               | you've played it fewer than two hours and purchased it
               | within the last two weeks.
        
               | sorry_outta_gas wrote:
               | the refund policy is one of the reasons I buy games on
               | steam first over other stores, I tend to buy a lot of
               | games for whatever reason and end up refunding 5-6 a year
               | for various reasons after playing under two hours
               | 
               | Microsoft only allots you one or two a year or something
               | which isn't enough considering how misleading game
               | marketing is mixed with the prices
        
           | georgeecollins wrote:
           | Steam has DRM, the Apple Store has DRM and other services
           | like GoG don't. Where do game developers put their games? The
           | places with DRM.
           | 
           | Unpopular opinion, down votes incoming: Just because you
           | don't like the way a company chooses to distribute software
           | doesn't make piracy right or justified.
        
         | eli_gottlieb wrote:
         | >Lo and behold, I'm sitting in a hotel last night trying to
         | play Mass Effect Legendary Edition, and the thing refuses to
         | function because I'm not connected to the Internet. I was
         | astounded. This has never happened to me before. Why am I
         | subject to this as a customer? If I steal the game, I receive a
         | product without this glaring defect (I believe the defect has a
         | name: "Origin").
         | 
         | And that's why I still haven't bought "Tony Hawk's Pro Skater
         | 1+2" _two years later_.
        
         | LocalH wrote:
         | This is just a side effect of hypercapitalism at play. Aspects
         | of capitalism aren't bad, but when capitalism is the _single
         | biggest driving force of your society_ , things like this are
         | bound to happen, because the endgame that gets rammed down
         | everyone's throat is "making money is your life's purpose".
         | 
         | These types of things have happened across how many industries
         | at this point, historically? Practically _all_ of them.
        
           | markdestouches wrote:
           | Such issues are solved with proper regulation and effective
           | antitrust laws. Unfortunately, if you lose the moment and
           | allow the companies to gain enough power, it becomes
           | incredibly difficult to push back against that. That's
           | basically the state of things in the US
        
           | whatshisface wrote:
           | What's the alternative to capitalism, PBS but for video
           | games?
        
             | thatguy0900 wrote:
             | would gamepass be the closest to that? The other
             | alternative would be games being small indie projects or
             | huge community things. The mods people release for free are
             | sometimes pretty insane in scope, even if Noone ever paid
             | for a game again we'd still get some decent games at least
        
               | whatshisface wrote:
               | Gamepass would be cable for videogames, PBS for
               | videogames would be a government agency that made them.
        
               | dleslie wrote:
               | The government of Canada funds the development of a fair
               | amount of video games through the Canadian media fund.
        
               | whatshisface wrote:
               | Are the results of that fund designed for compulsion to a
               | lesser degree than most games made with similar sized
               | budgets?
        
               | thewebcount wrote:
               | PBS is not a government agency. According to [0] they get
               | about 13% of their budget from the federal government and
               | 5% from state governments. So less than 20% of their
               | funding is from the government.
               | 
               | [0] https://www.quora.com/How-much-support-does-the-U-S-
               | governme...
        
               | GekkePrutser wrote:
               | Game pass is more like the Netflix of gaming. Not all the
               | content you want but at a reasonable price. Stuff gets
               | removed a lot and there's lots of fragmentation with
               | competing services.
        
         | dylan604 wrote:
         | >I used to unapologetically pirate video games and only within
         | the past two years have I finally come full circle and begun
         | purchasing games, both new titles and older ones I had played
         | in the past but never paid for until now.
         | 
         | If you are buying games/software as used, do the original
         | creators see a dime of that purchase or is it just as if you
         | never did pay for it?
        
           | Jenk wrote:
           | They didn't say used.
           | 
           | Also that is such reductive argument. When I sell my
           | furniture to someone else am I supposed to pity the
           | carpenters and whatnot?
           | 
           | How about when I sell my house, should the developers who
           | built it get a cut?
        
             | chucksmash wrote:
             | > How about when I sell my house, should the developers who
             | built it get a cut?
             | 
             | Only a matter of time?
             | 
             | Some NFTs used this as (an additional) money grab - every
             | time the NFT is resold, N% of the purchase price goes to
             | devs - so the idea is definitely out there in other forms
             | today.
        
               | dylan604 wrote:
               | Book publishers were hot on this too some time back
               | expecting used book stores to kick back up the chain. It
               | came around again with eBooks. It's definitely not a new
               | thought to be sure.
        
             | dylan604 wrote:
             | Yeah, I guess it reads like that's what I was implying.
             | 
             | I was just asking if original creators get a cut of the
             | used price. I had seen discussions around that before, but
             | didn't know if it ever became a thing or not. Just a simple
             | question. Wasn't trying to be reductive and did not mean to
             | piss in your cheerios this mornign
        
               | mos_basik wrote:
               | Op didn't say "new and used"; they said "new and older".
               | 
               | Since the context is that of piracy, I think it's most
               | likely that op wasn't saying he used to buy bootleg
               | physical DVDs for a console, but rather that they used to
               | download executables for a personal computer.
               | 
               | If so, I've also come around to buying games in about the
               | same manner as OP describes. Your question sounds odd to
               | me, because I've never purchased a "used" game; since
               | about 2011 when i gained access to stable internet every
               | game I've purchased has been a digital purchase from an
               | official distributor or directly from the creators.
               | 
               | There are other discussions to be had about whether
               | digital purchases with online drm are truly purchases or
               | rather subscriptions, and whether the cost of a AAA title
               | should still be as high as it is given that you can't
               | resell it the way you could when they were physical (and
               | how inflation plays into things), etc, but those are out
               | of scope here.
               | 
               | And then there's unauthorized resellers like g2a. I'll
               | admit I've bought from there in the past, but I stopped
               | after reading a great breakdown of how these hurt game
               | developers more than piracy. These are a little like the
               | used market for digital (certainly the creators don't get
               | any of the money changing hands). But there are
               | differences - since usually, once a key is consumed to
               | play a game, it can no longer be resold. I assume this
               | affects the market to look quite different from, say,
               | gamestop.
        
               | dylan604 wrote:
               | >Your question sounds odd to me,
               | 
               | Really? GameStop and other extinct companies made an
               | entire business model of selling your used games to them
               | and then selling those at cheaper prices to new
               | customers. That sounds odd to you?
        
         | babypuncher wrote:
         | Mass Effect Legendary Edition should only require an internet
         | connection the first time you run it on a new PC. After that it
         | works offline.
        
         | mattnewton wrote:
         | > I must admit I do not understand the industry, but I don't
         | see why competent studios like Blizzard/BioWare/Id could not
         | simply self-publish their games. What exactly does EA add to
         | the equation? Seems like it would not be a particularly
         | monumental task to cut them out.
         | 
         | I don't know what it's like at all for those larger studios,
         | but for smaller studios EA will basically give all this
         | infrastructure to you for free or even pay you to use it if you
         | become a timed exclusive on their platform. I believe they are
         | effectively in the market for buying origin installs to compete
         | with steam.
        
         | Thaxll wrote:
         | > I must admit I do not understand the industry, but I don't
         | see why competent studios like Blizzard/BioWare/Id could not
         | simply self-publish their games. What exactly does EA add to
         | the equation? Seems like it would not be a particularly
         | monumental task to cut them out.
         | 
         | Indeed you don't understand it because BioWare etc ... are just
         | studio name it's all EA right. People at Bioware are EA
         | employees they're not Bioware employees. btw EA purchased BW
         | before ME2 even released so it has been 15years+.
         | 
         | As for the rest EA is one of the best place to work for in the
         | video game industry, they're pretty good with their employees (
         | working hour, perks etc ... ).
         | 
         | Regarding the legendary edition it's playable offline so I not
         | sure what you're talking about.
        
         | cupofpython wrote:
         | >I don't see why competent studios like Blizzard/BioWare/Id
         | could not simply self-publish their games
         | 
         | related to this is how the games are managed once installed as
         | well. Each studio is moving towards each having their own "Hub"
         | for their games. Usually it is referred to as a "Launcher", but
         | I dont think it is going to end there.
         | 
         | For example, Blizzard has "Battle.net". You open battlenet, log
         | in to battle net, and then select a game to play from your
         | battlenet library.
         | 
         | Games I used to be able to just launch from Steam, now open up
         | a separate UI where I have to login and launch the game from
         | there (Larion Studios).
         | 
         | I imagine a future where I come home from work, login to my
         | housing account, login to my computer, login to the 1 of 5+
         | games marketplaces to access my purchased library, select the
         | game i want to play, login to the publishers account, login to
         | my game studio account, login to my game-specific user account,
         | login to the 3rd party server running the game instance backend
         | for my session, then download a 32gb update and not be able to
         | play until tomorrow
        
           | xmprt wrote:
           | That's the "future" that we already have except things like
           | OAuth and single sign on make that transparent to the user.
        
           | dleslie wrote:
           | That's not the future, that's basically now for any Ubisoft
           | games.
        
         | GekkePrutser wrote:
         | Buy on gog instead :) They don't DRM.
        
         | [deleted]
        
       | djcannabiz wrote:
       | at this point it feels like its immoral to not pirate AAA games.
       | its kinda like buying products that contain palm oil. see
       | https://en.wikipedia.org/wiki/Palm_oil#Social_and_environmen...
        
         | gameman144 wrote:
         | I know that this wasn't the main point of your post, but palm
         | oil production has actually become _substantially_ more
         | defensible in the past decade (i.e. deforestation and worker
         | exploitation are by _far_ the exception instead of the rule).
         | 
         | All that to say that the moral thing to do might change with
         | time.
        
         | denimnerd42 wrote:
         | you can rip my cetyl alcohol based cleanser products from my
         | cold dead hands..
        
           | djcannabiz wrote:
           | i am definitely a bit of a hypocrite here- in most of my hair
           | products there are ingredients that use palm oil as
           | feedstock. I just try to avoid it in food products.
        
       | [deleted]
        
       | Jeaye wrote:
       | (opinions are my own and not EA's)
       | 
       | I've been at EA for about 1.5 years now and have never enjoyed
       | working somewhere as much as this. Their devotion to D&I, their
       | culture around management (and the thorough training each manager
       | gets), career progression, and feedback, their flexibility for
       | each individual (even given their size), how frequently we
       | actually get to speak with SVP-level leadership to ask
       | questions/voice opinions, their flexibility around WFH, and how
       | everyone is pleasant to work with make it very easy to talk about
       | how nice it is to work at EA. On top of all of that, benefits and
       | pay are competitive (especially benefits).
       | 
       | EA's a big company, and I'm in EADP, which is an org that builds
       | the back-end services for the games, rather than the games. But
       | I've never been asked to work more than 8 hours in a day.
       | Whenever I have chosen to work more, I've been specifically told
       | by my manager or his that it's not required and that I can pick
       | it up again tomorrow. They meant it.
       | 
       | I read this post before joining EA and was somewhat concerned,
       | but was told by people I trust that it no longer applies. From my
       | perspective, they're absolutely right.
       | 
       | As others mentioned, EA has undergone new leadership since this
       | post was written. It was also nearly two decades ago. At this
       | point, it's likely more of a good cautionary tale of how things
       | can get than an accurate rendering of how things are.
        
         | nhunter wrote:
         | EADP is one of the central teams within the company. By far,
         | they have a much better experience than any of the product
         | teams (less OT, lower expectations, less funding). Product
         | teams are responsible to deliver on timelines regardless of the
         | support they can get centrally, so teams like EADP get more
         | opportunity to push back, and that pushback turns into OT on
         | the product teams.
         | 
         | tl;dr: Central Team experience at EA is VASTLY different than
         | being on a game team. It's great if you're on a central team at
         | EA, but I'd never work on a game team if I enjoy seeing my
         | family (plus EA pays at least 50% less than similar roles with
         | skills that would still be needed outside of gaming)
        
         | ironlake wrote:
         | >I've been at EA for about 1.5 years now and have never enjoyed
         | working somewhere as much as this.
         | 
         | Her story is part of an ongoing labor movement. People
         | dismissed it back in 2004, but it's led to change. The
         | practices she describes used to be more common, especially in
         | gaming companies.
         | 
         | The change happened because of the labor movement. If you
         | aren't ownership, then you are a worker and you should have
         | solidarity with all the other workers.
        
         | [deleted]
        
         | karpierz wrote:
         | I suspect that your experience comes from working at EA in a
         | leadership capacity, whereas the toxicity complaints come from
         | the front-line workers (IE, SWE, QA).
        
           | drakonka wrote:
           | I worked at EA for almost eight years as an SE individual
           | contributor and it was honestly great. Don't get me wrong,
           | the place had its issues, but from the perspective of my
           | specific job, coworkers, work-life balance, benefits, etc, it
           | was excellent and I wouldn't hesitate to recommend it. But I
           | think I really lucked out with my studio, line managers, and
           | TDs. At such a huge company there will be a whole range of
           | positive and negative experiences across locations and teams.
           | 
           | Edit: there was definitely plenty of overtime though. Just
           | wanted add this to make sure I didn't paint an overly
           | idealistic picture despite my overall positive experience.
        
           | babypuncher wrote:
           | In the last decade EA has actually built a decent reputation
           | as a good place for developers to work. The article posted
           | above is from 2004. It was a pretty big scandal at the time,
           | and it actually did lead to meaningful reforms at EA. EA has
           | had their fair share of other scandals. Rushing unfinished
           | products to market, sleazy monetization schemes, etc, but
           | developer crunch is not one that has really come up in a long
           | time.
        
             | mehlmao wrote:
             | > in the last decade
             | 
             | So since Riccitiello left?
        
         | highwaylights wrote:
         | To clarify, EA changed solely _because_ of this post. It was a
         | very dirty open secret that suddenly became incredibly public,
         | and the backlash at that time was vociferous.
         | 
         | Ultimately (unless I'm mistaken) EA was forced to pay back pay
         | plus overtime and stopped all crunch for some time. There was a
         | lot of talk of congressional regulation at that time if I
         | remember correctly, too.
         | 
         | From Wikipedia:
         | 
         | "Hoffman's actions, in part, led to the filing of three class
         | action lawsuits against EA and some changes throughout the
         | industry at large, such as the reclassification of entry-level
         | artists as hourly employees, thus making them eligible for
         | overtime under California law.[8] Her fiance, EA employee
         | Leander Hasty, was the main plaintiff in the successful class-
         | action suit on behalf of software engineers at EA, which in
         | 2007 awarded the plaintiffs $14.9 million for unpaid
         | overtime.[9]"
         | 
         | https://en.m.wikipedia.org/wiki/Erin_Hoffman
        
       | droptablemain wrote:
       | Under capitalism, the nature of the relationship between
       | productive employees and the employer is exploitative (while
       | simultaneously being mutually beneficial). It is in the
       | employer's interest to extract as much surplus value from the
       | employee as possible.
       | 
       | "Consider the human"-type messages do not appeal to CEOs, and if
       | they did, he would ultimately be replaced because dehumanization
       | is baked into the core of the system.
        
         | [deleted]
        
       | NonNefarious wrote:
       | On a tangent: Why does LiveJournal hijack the browser's Back
       | button?
       | 
       | That's scummy malware-site-style shit.
        
         | [deleted]
        
         | pvg wrote:
         | https://news.ycombinator.com/item?id=32110743
        
       | ChrisMarshallNY wrote:
       | This is fairly old. I have no idea whether or not it still
       | applies.
       | 
       | I have also found that discrete teams, within a company, can have
       | radically different cultures.
       | 
       | That said, game development has long been known as a "labor of
       | love," with emphasis on " _labor_. "
       | 
       | In the 1980s(!). I was recruited by Sierra Online. Even though I
       | thought it would be cool, I consulted enough game developers to
       | get talked out of it.
        
       | atlasunshrugged wrote:
       | Thought this was about Effective Altruism to start with! Would
       | have been nice if this called out that it was from '04
        
       | mysterydip wrote:
       | "Press Reset" by Jason Schreier is a great look at the human side
       | of the industry in general. The crunch, layoff, move to a new
       | studio, repeat is all too common. EA was on a whole other level,
       | though.
        
       | TheWoodsy wrote:
       | Anyone curious to find out their browser wants to talk to russia
       | via 91.192.149.121 UDP port 3478?
        
         | [deleted]
        
       | dang wrote:
       | Related:
       | 
       |  _My [husband] works for Electronic Arts, I 'm ... a disgruntled
       | spouse. (2004)_ - https://news.ycombinator.com/item?id=1454102 -
       | June 2010 (105 comments)
        
       | maximilianburke wrote:
       | Good grief, this post is nearly old enough to vote.
       | 
       | EA has changed a lot in those years, mostly for the better. I
       | spent 13 years there from 2005-2018 and it was a great place to
       | work; the people were great, the problems were interesting, and
       | the hours were normal.
        
         | kevinh wrote:
         | This is being posted because people have their knives out for
         | Unity at the moment, and this occurred while Riccitiello
         | (current Unity CEO) was the CEO at EA.
        
           | maximilianburke wrote:
           | Yeah, I'm aware that Riccitiello was the CEO of EA; he was
           | also the CEO of EA from 2007 until 2013, when a lot of the
           | behavior that was called out in the EA Spouse essay was
           | fixed.
        
       | synu wrote:
       | This was while John Riccitiello was running EA. I was there at
       | the time and it was crazy how many people were being driven so
       | hard. You may recognize his name now from the recent
       | Unity/malware merger news, or maybe from calling developers who
       | don't extract maximum value through microtransactions "fucking
       | idiots."
        
         | [deleted]
        
         | ncr100 wrote:
         | [the 'fucking idiots' discussion
         | https://news.ycombinator.com/item?id=32097752]
        
         | antiverse wrote:
         | Yup, this ties into the recent happenings with Unity and
         | ironSource.
        
         | xbar wrote:
         | He is why I never worked at EA.
        
       | sascha_sl wrote:
       | When I interviewed at a medium sized game studio, mostly known
       | for their graphically impressive engine, I asked to have another
       | offer (different industry) matched. The recruiters response was
       | that they couldn't do it, but they know I'll still choose them
       | "because making games is cool".
       | 
       | Suffice to say I didn't take that offer. Studio tour was fun
       | though.
        
       | nu11ptr wrote:
       | This should have a "(2004)" suffix on the title. I thought this
       | was current and only accidently noticed the date later.
        
         | [deleted]
        
         | silentsea90 wrote:
         | Great call out. I was confused why Madden 2005 was being
         | referenced but it makes more sense (note: madden 2005 launched
         | in 2004)
        
       | AshamedCaptain wrote:
       | > When the next news came it was not about a reprieve; it was
       | another acceleration: twelve hours six days a week, 9am to 10pm.
       | 
       | What amazes me is that there's someone out there who thinks that
       | this type of "crunchs" would improve performance. Do they ever
       | really improve actual performance ?
       | 
       | I have been in (non-videogame) software companies that did this
       | (never as an employee though), and I literally saw people staring
       | at their computer screens doing absolutely nothing. Not even
       | browsing Facebook or whatever, just... staring. They would do
       | that for the majority of the day. Probably sleeping with their
       | eyes open.
       | 
       | I have the impression that adding hours like this is like adding
       | manpower as in The Mythical Man-month way... it can only slow
       | down the project, never speed it up.
        
         | [deleted]
        
       | silentsea90 wrote:
       | Why does game dev take so long? I assume most of the physics,
       | game dynamics etc are standardized. Artwork, building a story,
       | designing the game etc sure require work per game. I ask as a
       | noob, not expressing an opinion at all.
        
         | [deleted]
        
       | [deleted]
        
       | justinhj wrote:
       | I worked in the game industry for over twenty years as an
       | engineer. Most of the time the work was fun, the projects were
       | interesting and the money was okay. Eventually I needed more
       | stability, better pay and work life balance, and I went into
       | business software, a decision that I wish I had made earlier. I
       | think that the game industry has some issues that are very
       | difficult to solve caused by various compounding factors, and for
       | these reasons there will always be below market pay for
       | engineers, crunch and studio closures/mass layoffs. The factors
       | are 1)games are a creative endeavour subject to fashion. There is
       | no guarantee that your star team that made Space War 1 will make
       | hit sequel nor that people will be into space war games in 5
       | years. 2)project management is extremely hard when you have 200+
       | people across the world working on complex systems and a varying
       | product description 3) the combination of uncertain delivery and
       | high marketing spends required for a AAA title, and other hard
       | dates like thanksgiving or a sports season beginning, means that
       | crunch is almost guaranteed. 4)the cool factor of working in
       | games means a supply of young people that can be taken advantage
       | of. below market pay, unpaid OT and little structured career
       | development. In my time I saw project managers come from academia
       | and from government or military contractors and none of them
       | could tame the endemic issues that come with this industry. Not
       | all of these problems exist at all developers, there are bright
       | spots and it's possible to have a long and lucrative career. Just
       | have your eyes open.
        
         | [deleted]
        
       | AlbertCory wrote:
       | I organized a softball game between my startup and EA in 1984 or
       | so, as described in [1]. Trip Hawkins hit a monstrous home run.
       | Our president hit into a double play.
       | 
       | The fact that they've even lasted this long is some kind of
       | tribute. Trip's idea at the start was to build games like a movie
       | studio: have outside companies take all the risk of building the
       | thing, and just assign an in-house "producer" to help them.
       | 
       | If an EA employee said, "Hey, I want to build games myself!" he'd
       | say, "OK, you can give up your stock options and your job
       | security, and in exchange you can get all the royalties that a
       | game developer gets." Most of them thought better of the idea.
       | 
       | So now, it's... what? They work employees like game developers
       | but don't pay them like that? Why would you do that?
       | 
       | [1] https://www.albertcory.io/the-big-bucks
        
       | shp0ngle wrote:
       | please put (2004) in the title
        
       | hvs wrote:
       | This blog post is from 18 years ago so I'd be curious if any game
       | developers can speak to the current state of affairs in the
       | industry. It's always been notorious for overworking employees,
       | but I'm not sure if it's to the same scale described here.
        
         | yelnatz wrote:
         | I left last year after working there for ~8 years.
         | 
         | It's night and day; EA when I left was a great place to work
         | at. Work life balance was a priority, a lot of communication
         | from execs, coworkers were great.
         | 
         | My only gripe with them is the revolving door of contractors,
         | QA and devs alike.
        
         | maccard wrote:
         | Things have dramatically improved in the last 18 years. That's
         | not to say that crunch doesn't happen, or that there aren't
         | studios that abuse their employees, but large companies like EA
         | have all moved past this death march for months model. Ubisoft
         | is generally considered to be an excellent employer -
         | reasonable pay, good work life balance and career/progression
         | systems available for everyone. It's still not perfect, but 8ts
         | not this!
        
           | elabajaba wrote:
           | Quite a few studios still crunch (eg. Naughty Dog and CD
           | Projekt are some big ones), and a lot of studios that claim
           | they don't crunch outsource their crunch (eg. Insomniac
           | outsources to Lemon Sky Studios in Malaysia, and Lemon Sky is
           | well known for both their crunch culture and for not paying
           | overtime).
        
         | system16 wrote:
         | In the years following this, a lot of the big game developers
         | (especially mobile) opened offshore studios in SE Asia and
         | Eastern Europe where endless crunch like is described in the
         | legendary ea_spouse post is still very alive and well.
         | Basically orders come down from "HQ" which is typically the
         | home office in Western Europe or US/Canada, and the overseas
         | studios follow their marching orders. Added bonus for the
         | company: much lower employee salaries and lax or non-existent
         | labour laws.
         | 
         | Source: worked for a major game developer at one of their SE
         | Asia studios for a while.
        
           | IntelMiner wrote:
           | The last EA game I picked up was the Command & Conquer
           | remastered collection. I even went as far as to buy the
           | physical box set from LimitedRunGames
           | 
           | Hearing how they treated LemonSky absolutely soured me on
           | playing it in the end however
           | 
           | https://www.youtube.com/watch?v=bm7KUE1Kwts
        
         | swivelmaster wrote:
         | Some places are still like this. EA is not. I worked at a
         | company that was acquired by EA in late 2011 and stayed until
         | 2016. Post-acquisition, EA's HR folks made sure that a whole
         | bunch of the studio's staff were properly classified (salary
         | vs. hourly) and that the studio was following proper procedure
         | regarding timecards and overtime. The studio also hired on some
         | senior staff to deal with operations and production practices.
         | 
         | There were still some bad times - politics outside of the
         | studio forced staff into some do-or-die milestones that
         | required crunching for a week or two at a time, but nothing
         | like the kind of sustained months-to-years crunch I've heard
         | about in other places.
         | 
         | The funny thing about EA is that even though it has such a bad
         | rap for making big mistakes in the past, they made them FIRST
         | and have managed to learn. A lot of other major publishers that
         | grew to comparable size more recently are still making them.
        
       | pizzathyme wrote:
       | Funny story: I know one of the engineers who was on this exact
       | team being written about who was still at EA years later. I asked
       | him why he didn't leave, and he said "I didn't really mind. I got
       | a settlement from the lawsuit and bought a nice car. Then I went
       | back to work."
        
       | daveslash wrote:
       | This was one of the posts selected for inclusion in Spolsky's _"
       | The Best Software Writing"_, a book that I very much enjoyed and
       | recommend.
       | 
       | https://www.amazon.com/Best-Software-Writing-Selected-Introd...
        
         | barrysteve wrote:
         | That ea_spouse post is best seen on the internet, to the OP's
         | link. Why would we buy a book to read free internet posts?
         | Isn't that going backwards?
         | 
         | Also it's a bit crass to copy/paste someone's story of
         | victimization, health-failing story of suffering, intro'd with
         | some math about sweat-shop productivity and sell it as part of
         | a random software article jambalaya for $9 a pop.
         | 
         | What does selected for inclusion even mean? Joel saw this story
         | explode back in 04 so he copy/pasted it into Notepad++ "for
         | inclusion"? It's not like he's an art curator who does the work
         | of sorting wheat from the chaff. Google and social media
         | aggregators do most of the work on that for internet writing.
         | 
         | Ugh, I guess it's enough hackernews for me, for a while.
         | Everything is a product and even the "greats" like joel are
         | trying to sell the pixels I saw last week, copy & pasted back
         | to me in paper form. Virtue ain't in this post.
        
       | dijit wrote:
       | > Their devotion to D&I
       | 
       | I worked for a competitor and this is single-handedly the most
       | frustrating thing I had to deal with honestly.
       | 
       | Not because it's not a noble objective, but because it was
       | weaponised by a minority of people to control the studio in
       | various ways, it was bullying in its purest form and extremely
       | toxic - the environment felt really hostile, like saying
       | something even moderately wrong would lead to an incursion.
       | Saying anything against that behaviour meant you were somehow
       | anti-feminist or misogynist or racist, even defending yourself.
       | They were the arbiters of what D&I means and they can do no
       | wrong.
       | 
       | To give you an example of what I mean: during the start of the
       | pandemic the managing director of the studio said "we don't know
       | if this virus will be nothing, or the next Spanish flu, so we
       | should take all necessary precaution in the worst case" - he was
       | dragged publicly by our internal D&I delegation about the sheer
       | racism of saying "Spanish" flu.
       | 
       | So, I treat _strong_ D &I initiatives as a red flag, personally.
       | 
       | But I agree that EA is considered one of the better employers in
       | the industry, even if the games are aggressively monetised, it
       | seems that they try to take care of employees.
        
         | dang wrote:
         | (We detached this subthread from
         | https://news.ycombinator.com/item?id=32109896.)
        
         | sangnoir wrote:
         | To be purely pedantic: Spanish flu was only called that because
         | Spain was the only large country reporting accurate infections
         | and deaths. It ought to have been named American flu, since
         | that's were it originated, but the US was intentionally
         | underreporting (war time rules and all).
        
           | dijit wrote:
           | Yeah. That's the history, and widely understood. At least in
           | Europe (incl. UK)
           | 
           | Only a fool would think that it was because the Spanish we're
           | dirty or adversely affected.
        
         | _gabe_ wrote:
         | > but because it was weaponised by a minority of people to
         | control the studio in various ways
         | 
         | I've also run into this. It can quite literally feel like I'm
         | walking on eggshells. And it's not because I'm deeply racist or
         | misogynistic (at least I think I'm not and I sure hope I'm
         | not), but I literally just cannot voice any of my concern or
         | dissent for any of my company's politically motivated
         | initiatives. I would prefer my workplace to be devoid of
         | political topics, and focused on meeting the business
         | objectives, but that's not the reality.
         | 
         | So I agree. I also treat strong D&I initiatives as a red flag.
         | I don't care what people's race, ethnicity, gender, or
         | ideologies are. If you can do your job well and be a generally
         | (we all have bad days) pleasant coworker, then awesome. If you
         | act like a jerk, that's just acting like a jerk regardless of
         | any immutable characteristics.
        
         | mywittyname wrote:
         | > even if the games are aggressively monetised, it seems that
         | they try to take care of employees.
         | 
         | These are probably related attributes. It's hard to take care
         | of your employees when your company is operating game paycheck
         | to game paycheck.
        
         | KennyBlanken wrote:
         | > So, I treat strong D&I initiatives as a red flag, personally.
         | 
         | Based off the general vibe of your comment, those companies
         | don't want you. D&I driving away people who are made
         | uncomfortable by D&I _is working exactly as designed._
         | 
         | Somehow I have managed to be employed at a number of companies
         | for decades without once been in fear about being bullied by
         | false accusations of being misogynistic or racist. I've never
         | seen another white person bullied under the pretense of having
         | been racist or misogynistic.
         | 
         | I have, however, seen blatantly homophobic and racist behavior
         | - some of it violent (in a professional workplace) and seen it
         | covered up by management.
         | 
         | My guess is that you don't see 'light' racist, misogynistic, or
         | homophobic behavior as problematic - "can't make a joke these
         | days" - and therefore see the people who are disciplined for
         | such behavior as "bullied."
        
           | dijit wrote:
           | Everything is contextual, there probably is racism in my
           | company, somewhere. Calling it out when seen is something
           | that has been pretty normal in my professional life.
           | 
           | Maybe it's because my first CIO was gay, or that I was
           | working in a metrosexual community.
           | 
           | Same with racism, I grew up shoulder to shoulder with south
           | Asians and black people because that's just how life is when
           | you live in a multicultural society and they haven't been
           | adequately scapegoated.
           | 
           | I can't convince you that you're wrong about this, because
           | you're not in most circumstances; but good people, in my
           | experience, do not do nothing in the face of bigotry in the
           | workplace.
           | 
           | The difference, however, is that there is an _unmitigated_
           | independent group who have decided what utopia means and can
           | not care about the means to their end.
           | 
           | The unfortunate situation I'm in is that I support their
           | cause, but they're bringing the movement down.
           | 
           | Addendum: you're also subtly implying the MD was somehow
           | guilty of being against D&I, as he was dragged publicly,
           | despite _literally spearheading_ these initiatives and
           | winning many awards for his work in promoting D &I in the
           | industry and independently in the region. I find that kind of
           | a reach honestly.
        
         | Mezzie wrote:
         | The problem with D&I initiatives is that, ironically, they end
         | up spearheaded by extremely privileged people. Those people
         | usually have one (or MAYBE 2) main axis/axes of marginalization
         | (see: upper-middle class/well off white trans women, rich
         | straight POC, etc.). They then proceed to speak for every
         | member of group X and/or declare that their problems are the
         | only ones that matter.
         | 
         | The other problem is that such initiatives are naturally going
         | to tend towards rewarding/biasing towards visible and apparent
         | differences. (Which is why race, sex, and gender take so much
         | center stage). "Diversity" basically only means 'diversity we
         | can see'/skindeep diversity.
        
           | ldlddldljsne wrote:
        
           | ldkdjdosk wrote:
        
         | [deleted]
        
       | kmeisthax wrote:
       | This is from 2004, and we know so much _more_ about the games
       | industry that stories of overworked QA testers and programmers
       | seem utterly quaint. Every company in the business[0] is run by a
       | yet-to-be-convicted sex offender or enabler of such. Activision
       | is currently involved in one of the biggest equal-opportunity
       | lawsuits in history, which is only eclipsed by the legal fight
       | between US EEOC and California DFEH[1] over who gets to prosecute
       | them and how far they should go in doing so.
       | 
       | At the time I assumed that this behavior was enabled by a high
       | churn rate - i.e. companies hiring junior developers unaware of
       | the awful practices of the games industry and wearing them down
       | until they left. However, this turned out to be naive. That's the
       | Amazon approach - and Amazon is actually going to start running
       | out of people to churn through soon. The games industry _hasn
       | 't_.
       | 
       | What I can only assume now is that the games industry does _not_
       | churn through developers as much as they mould them into paragons
       | of toxicity. Anyone who _does_ churn out is just a normal human
       | being, and those who stay are either already toxic or get moulded
       | by the system into being as such.
       | 
       | [0] Nintendo is an interesting case. Management has actually been
       | pretty opposed to crunch time and confident in delaying games
       | until they're ready. However, there has been reports of
       | overworked _contractors_ from time to time. No reports of sexual
       | harassment, yet.
       | 
       | [1] At one point California tried to file an intervening motion
       | on the US EEOC's settlement agreement, and the US EEOC responded
       | by alleging conflicts-of-interest that would have dynamited both
       | parties' cases.
        
         | [deleted]
        
       | zac23or wrote:
       | The gaming industry is weird. The industry "forces you" to use
       | pirated games.
       | 
       | 1. I have a PS3, and I tried to use the Playstation Store, I
       | didn't pirate anything, despite the PS3 Store being slow as hell.
       | But Sony basically closed the PS3 Store (you have to put money in
       | your wallet on your computer and make purchases on your PS3).
       | This makes the purchase a much more complex act. I will sell the
       | PS3 or unlock it.
       | 
       | 2. Mobile gaming today is gambling, focusing on sick people,
       | addicts, and you're "an idiot" if you don't do this.
       | 
       | 3. To buy 100% of some games, you need thousands of dollars.
       | 
       | 4. Many important fixes are from the community such as Resident
       | Evil Crack which fixes stuttering or slow GTA JSON parser.
       | 
       | Look, if GTA or Resident Evil isn't important enough for the
       | industry to be careful about... the industry is broken in the
       | roots.
       | 
       | In the end, pirated games are better than most legally purchased
       | games.
        
         | [deleted]
        
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