The book criticizes capitalism. It does not mention communism. It's an analysis of capitalism.If you want to avoid volatility, communism hardly seems like the way to go.
Well people are discussing the topic of the book, if not this thread would be people just saying cool, can't wait to read, loved his first book....The greater discussion of late capitalism aside, why have so many people come into this thread answering Jason's thesis question as if he were seriously asking?
That's what the fucking book is about, y'all.
now this is the story i want to read.Even though Jason blocked me on Twitter I'll still order the bock
If you want to avoid volatility, communism hardly seems like the way to go.
I can't tell if the talking about marixism is trolling/done ironically or if people are actually that stupid.
Anyway, the obvious answer is that the gaming industry is fucking clown-shoes when it comes to fundamental project management with the lack of accountability and deadlines until its too late. IMO this is easily a much more simple question to answer than in the first book.
E.g how does BioWare get the freedom to work on a game for years without any accountability when it comes to actual deliverables and milestones even in its first year? How did they get so far without fundamentally nailing down the concept and gameplay loop they wanted within the first 18 months (and 18 months is generous)? Is EA to blame for not demanding more accountability from them, or is BioWare for not being actually operating like a company that produces software?
Just bought Blood, Sweat and Pixels for ÂŁ4.62 in the Amazon Prime sale, so I'll keep an eye on this.
love 2 buy books about exploitation of game developers during a sale which is being actively picketed by exploited workers
Very well said.One, Das Kapital isn't about communism, but a criticism of capitalism. It is precisely the answer to why the games industry, among almost all other capitalist modes of production, are "volatile". A book on game development that doesn't include Marx or mention the word capitalism is at best a superficial analysis.
Two, have you looked outside the window or read the news lately? With a sixth mass extinction , historical high wealth inequality, literal concentration camps by those in power, and of course game devs getting exploited, I don't know how much more volatile it can get.
I think a lot of people think there are a bunch of obvious and well known for a very long time reasons for the volatility, hence some replies not being super serious.I wonder if people replying with communism and 'seize the terms of production!' are serious or not. Literally this is the only forum where that would happen, lol.
The first reason is... just the same as the first book from Jason. Game development is hard as hell. One company can make a great game and found themselves with unexpected problems and years of delay in the next one. With these starting conditions, game industry will be always volatile.
The second reason is, a supply/demand market problem. Just look at Steam or any mobile store, there is xx times more games than needed/the market can support. Even 15 years ago, before the explosion of smartphones and indie development, it always has been said that most retail games don't get to make profits. It isn't primarily a quality issue, honestly I don't believe people are going to buy 4 times more games than they do currently even if the average metacritic score goes up by 8 points. Much less 15 times which is closer to what it would be needed now, or find 15 times more people to buy games (which would be in detriment of other industries, because surprise, money isn't infinite)
Ironically good ol'fashioned communism would indeed fix some of these issues, by ordering people to some other industries and directly addressing the supply issue.
Communist states inevitably collapse after a fairly short time, so by nature I'd say they are more volatile. Do you really think the USSR, North Korea, or Cuba were models of economic stability? Or that they didn't produce huge wealth inequality? How is the game industry working in those countries (if at all)?Two, have you looked outside the window or read the news lately? With a sixth mass extinction , historical high wealth inequality, literal concentration camps by those in power, and of course game devs getting exploited, I don't know how much more volatile it can get.
Commies will tell you they werent communist countries, because Stalin, Pol Pot and son.Communist states inevitably collapse after a fairly short time, so by nature I'd say they are more volatile. Do you really think the USSR, North Korea, or Cuba were models of economic stability? Or that they didn't produce huge wealth inequality? How is the game industry working in those countries (if at all)?
Looking forward to this. Jason is one of the best people to tackle this and I hope he can dig deep on both the human and financial sides of the business. Real numbers are hard to come by, but some visibility into what they look like would be useful context for both the business overall and individual anecdotes where things didn't turn out as planned.Just got the email giving a few details of the upcoming book from our favorite press sneak.
He goes into a little more detail behind the idea but here's the most relevant part:
Really looking forward to this. Jason has been a vocal proponent of unionization in gaming for a while now, and peeling back the layers of "why" in a detailed deep dive will hopefully change some minds and shed some light on the subject.
Well people are discussing the topic of the book, if not this thread would be people just saying cool, can't wait to read, loved his first book....
Reading the entire thing should offer more context: https://tinyletter.com/jasonschreier/letters/blood-sweat-and-pixels-2-bloodier-sweatier-pixelierReally liked his first book.
Maybe it's the extract of the post but it makes it sound like Jason is singling out the video game industry as being more volatile than other industries. In my experience every industry has cycles, there are tough managers, companies in every industry.
I wonder if Jason has experienced other industries. I hope so as it will give the book greater comparisons.
I can't tell if the talking about marixism is trolling/done ironically or if people are actually that stupid.
Yeah, they clearly never touched a Marx book. Even the most liberal economist will do that in their lives, but some of y'all will just say "communism??? Rly?? Lmao!!!"Marx's critiques of capitalism are still worth engaging with; dismissing their relevance to the game industry is the actually stupid take here.
Don't know if you can say anything yet, but do you plan to compare the videogame industry to other industries as other posters have mentioned to show why the videogame industry is currently so volatile/where it should go? I feel like a lot of people bring up the film industry as one that is similar to videogames but more mature, but having not worked in either I would have no idea.Reading the entire thing should offer more context: https://tinyletter.com/jasonschreier/letters/blood-sweat-and-pixels-2-bloodier-sweatier-pixelier
Reading the entire thing should offer more context: https://tinyletter.com/jasonschreier/letters/blood-sweat-and-pixels-2-bloodier-sweatier-pixelier
Reading the entire thing should offer more context: https://tinyletter.com/jasonschreier/letters/blood-sweat-and-pixels-2-bloodier-sweatier-pixelier
I can't tell if the talking about marixism is trolling/done ironically or if people are actually that stupid.
Anyway, the obvious answer is that the gaming industry is fucking clown-shoes when it comes to fundamental project management with the lack of accountability and deadlines until its too late. IMO this is easily a much more simple question to answer than in the first book.
E.g how does BioWare get the freedom to work on a game for years without any accountability when it comes to actual deliverables and milestones even in its first year? How did they get so far without fundamentally nailing down the concept and gameplay loop they wanted within the first 18 months (and 18 months is generous)? Is EA to blame for not demanding more accountability from them, or is BioWare for not being actually operating like a company that produces software?
This is what I took away from the book. As a project manager for a bank I was cringing pretty hard through large segments of the book. The message for a lot of chapters was "these people have no idea how to manage a major multi-year project through to completion". And you're bang on with the criticism needing to be reversed - instead of fearing "Corporate influence" there should be more professional structure and oversight implemented in projects like this. Leaving the creatives to manage the entire project is going to naturally end in months and months of wasted time, which drives people to crunch to make up for lost time.
This method will stifle creativity to some extent but it is intended to focus attention and minimise wasted effort. It will not eliminate crunch but will certainly help reduce the numbers of situations that forces crunch or delay.
I hope in the second book the management is given a harder grilling on why they are unable to manage these projects and waste significant amounts of developer time, as they all got an easy pass in the last book.