I clicked the video expecting bullshit but he was right in the big picture. Unions need leverage and the people who would need union protection don't have any.
In this context we're talking about unionizing as means to abolish/lessen crunch. When in practice, Unions = no crunch is not nearly as simple a solution as it sounds.Unions are there to protect workers from bad working conditions, not to make games easier to make. The whole point of unions is so devs have a way to fight back for their rights. Even things like credits in the game can beneficiate from unionizing
In this context we're talking about unionizing as means to abolish/lessen crunch. When in practice, Unions = no crunch is not nearly as simple a solution as it sounds.
Not sure we need to see business ethics arguments from David "we need to give Milo Yiannopoulos a platform" Jaffe.
He's saying that the average dev doesn't have a leg to stand in terms of bargaining with a publisher because cheap overseas outsourcing is aways available. He also compares it to the Hollywood VFX industry (a valid comparison imo), which is completely fucked atm since it has to operate on razor thin margins and compete with cheaper options in Asia.
Even assuming that the entire industry unionizing is a realistic scenario (it isn't), if it happened, it wouldn't be able to solve the underlying complexity problem that leads to crunch. The result of forceful elimination of crunch would be ballooning budgets, insanely long dev cycles and much less fun/polished games with a lot less content. The result of which will be studios closing and going bankrupt.It will force measures to either eliminate it or alleviate considerably. Otherwise the industry is condemned to either burn out their employees or make them sick to death in the worse case scenario. This cannot continue! (Nier:A reference)
Why do you think they haven't/can't unionize? Because they have competition from abroad. They don't have leverage because the studios can just go to other VFX houses in countries without unions and with more attractive tax subsidies. He actually explains this in the video. You need leverage to have collective bargaining power.What's funny is that outside of the VFX industry, Hollywood in general is heavily unionized. The VFX industry in bound to unionze too, because right now is unsustainable as well.
Yeah for sure, but Jaffe's point is that if the work is 100% digital (no one is actually required to be on location), it makes those workers disposable to large studios/publishers/etc as there are always skilled workers overseas that will be cheaper and easier to work with. Which is why both the VFX and AAA game industries are fucked.What's funny is that outside of the VFX industry, Hollywood in general is heavily unionized. The VFX industry in bound to unionze too, because right now is unsustainable as well.
What about all the successful AAA games that people like? They had crunch too. It'd easy to shit on game s like anthem. We all saw the train wreck, but should games like The Witcher, The Last of Us, God of War, Halo, Assassins Creed, and so on not exist? Whose to say all those games weren't mismanaged as well? I'd be willing to bet they all had crunch. Only pub I'm not sure crunches is Nintendo, but after hearing stories about how hard Iwata worked....Persoally i disagree with the video. Maybe i'm wrong since i am no engineer. There are 3 reasons I disagree :
- Many AAA games are mismanaged. Anthem comes to mind. I don't think these games the ammount of crunch would change the end result much.
- A lot of games have yearly launches. These are just "pure" greed as the restrictive timetable will lead to crunch. COD and fifa comes to mind
- AAA always push for bigger and prettier, which while fine is probably putting a lot of pressure. For example do GTA/RDR really need to grow bigger?
Alongside the above, imo, the greatest advances in the industry normally start in the indie space or in the GPU tech demos. IMO it is rare for AAA games to actually push technology beyond just shiny graphics.
For example why would pokemon require crunch when so many of its features are borderline useless. Why waste time developing dynamax instead of giving time for the employees.
That said maybe i'm completely out of the subject since the AAA games I played were total war, PDS games, pokemon and BFGA2.
Tech companies tried the whole outsource everything approach years ago and it ended up blowing up in their faces. The quality of the work is so subpar and it affects the bottom line.Yeah for sure, but Jaffe's point is that if the work is 100% digital (no one is actually required to be on location), it makes those workers disposable to large studios/publishers/etc. Which is why VFX and AAA game dev is fucked.
His previous statements have nothing to do with this, and clearly you didn't watch the video because he said nothing about consumers having to pay. So what is the real reason you felt the need to comment. I'm. Not sure it has anything to do with the thread.This is as typical an anti-union sentiment as there is, nothing new.
"We can't let so-and-so unionize, otherwise the consumers will pay for it!"
It's just as BS then as it is now. Don't let the fact that he used to make games fool you into thinking he might know what he's talking about. As others have pointed out, he's also an alt-right defender
Yeah for sure, but Jaffe's point is that if the work is 100% digital (no one is actually required to be on location), it makes those workers disposable to large studios/publishers/etc as there are always skilled workers overseas that will be cheaper and easier to work with. Which is why both the VFX and AAA game industries are fucked.
Even assuming that the entire industry unionizing is a realistic scenario (it isn't), if it happened, it wouldn't be able to solve the underlying complexity problem that leads to crunch. The result of forceful elimination of crunch would be ballooning budgets, insanely long dev cycles and much less fun/polished games with a lot less content. The result of which will be studios closing and going bankrupt.
You're oversimplifying. It's not all about productivity. The work required to make a game isn't just a neatly organized stack of papers that you can work down at a steady pace. Making a game fun very heavily depends on iteration and trying out things, and both things make it hard or impossible to accurately plan or stick to a schedule. Especially in AAA where the technology is being built in parallel to the game, and needs to be cutting edge.That's usual liberal fearmongering. Better working conditions don't kill industries unless the profit margins are made entirely of working people to death, in that case, it should die. Actually better and sane working conditions easily leads to better productivity that could easily offset the need of crunch or better production methods to better organize devs work which would improve the development flow and aliviate the need to iterate or extra months of polish.
Yeah for sure, but Jaffe's point is that if the work is 100% digital (no one is actually required to be on location), it makes those workers disposable to large studios/publishers/etc as there are always skilled workers overseas that will be cheaper and easier to work with. Which is why both the VFX and AAA game industries are fucked.
You're oversimplifying. It's not all about productivity. The work required to make a game isn't just a neatly organized stack of papers that you can work down at a steady pace. Making a game fun very heavily depends on iteration and trying out things, and both things make it hard or impossible to accurately plan or stick to a schedule. Especially in AAA where the technology is being built in parallel to the game, and needs to be cutting edge.
Not only is this a ridiculous statement, as we're on ERA of all places, but it ignores why things got to the point that they're at. Some people along the way decided that the DO want to be cutting edge and the market rewarded them for it. So they set the baseline expectation of what cutting edge entails higher for everyone else.
Maybe it is fine if things move a little slower forward then. Though arguably, indie games and smaller games have moved the industry more in the last decade than AAA titles have.I can see his points. He is basically saying that crunch is bad (of course no one likes it) and in the perfect Alice in Wonderland world we wouldn´t need it. But in reality, AAA studios that try to move the industry forward and sell bazillions of copies will always utilize it not only to reach a release day target, but also to move technology forward and not take too long to release something that will impress people and sell well.
Not only is this a ridiculous statement, as we're on ERA of all places, but it ignores why things got to the point that they're at. Some people along the way decided that the DO want to be cutting edge and the market rewarded them for it. So they set the baseline expectation of what cutting edge entails higher for everyone else.
I don't know, man. Highly subjective. I'd be willing to bet that the majority of games of the decade list that people can agree on will be the likes of Witcher 3, Last of Us, Uncharted, GTA, RDR2, and so on.Some of the best games this decade hasn't been cutting edge, the whole Nintendo business is based on not being cutting edge and is one of the most successful publishers. Minecraft, Roblox, LoL and many more has been incredible successful despite not being cutting edge.
The whole mobile gaming industry is based on not being cutting edge.
The AAA race has already killed many studios and publishers in the last gen, because is solely based in that only a few ones can follow it by burning devs out. Gaming will be fine, without the few publishers that can push AAA games on a constant autodestructive race for graphics.
Actually gaming has thrived way more unded indies and small devs than through AAA publishers and the more developing tools becomes more easy and simple to use and the need for graphics slows down the better, because more people will be able to create games which will push forward the medium way more than AAA games.
Insomniac always seemed like a cool place to be. It won awards for work places or something too.I'm curious how Insomniac manages to do it, because apparently they have minimal crunch and they regularly release games. I wonder if they just have much better management than most other studios.
Figuring out how to completely avoid crunch, while still putting out successful and fun games would be an insanely valuable competitive advantage for any studio. They would drown in resumes from great, experienced game devs. Publishers and businesses not wanting it is only half the problem. The much bigger issue is that it's just very hard to do, even in a vacuum.AAA would most definitely still be possible with union protection. Workers are more efficient with shorter hours and overtime wouldn't have to be paid- for countries like Poland that require paid overtime anyway, salaried workers in the US are probably SOL. I don't really get Jaffe's point about competition, either, because if you're both AAA and put out a quality product, you will sell. The only true obstacle (and this is Jaffe's core point) is that companies won't let this happen because it's not the absolute most they can get away with while still remaining within the law, and therefore may not be as efficient (although studies on overwork may not support this conclusion!) There are plenty of solutions that would let both AAA games and workers that aren't killing themselves exist simultaneously, just our current corporate hellscape isn't interested in anything but the former.
It will force measures to either eliminate it or alleviate considerably. Otherwise the industry is condemned to either burn out their employees or make them sick to death in the worse case scenario. This cannot continue! (Nier:A reference)
I don't necessarily disagree, but one of the prevailing sentiments seems to be that there's no shortage of skilled labor regardless of working conditions so companies don't actually have an incentive to do this. I'll note though that while I'm somewhat knowledgeable about studies that link lighter hours and increased overall productivity having once been a union rep, I am not knowledgeable about the hiring environment for game devs and so I don't know if that sentiment is as true as you might think or if it comes with caveats.Figuring out how to completely avoid crunch, while still putting out successful and fun games would be an insanely valuable competitive advantage for any studio. They would drown in resumes from great, experienced game devs. Publishers and businesses not wanting it is only half the problem. The much bigger issue is that it's just very hard to do, even in a vacuum.
Not necessarily. My parents both worked at GM and were part of the UAW. The contract the union had with GM allowed them to have people on the line work 50 hour weeks (getting overtime of course) and also GM can force them to work X amount of Saturdays a year. Being in a union doesn't guarantee a 40 hour work week, it just sets limits on what those weeks can be like.
This is not true at all. Hiring senior devs is very hard and there are not many good ones. You also lose good talent to big tech all the time.I don't necessarily disagree, but one of the prevailing sentiments seems to be that there's no shortage of skilled labor regardless of working conditions so companies don't actually have an incentive to do this. I'll note though that while I'm somewhat knowledgeable about studies that link lighter hours and increased overall productivity having once been a union rep, I am not knowledgeable about the hiring environment for game devs and so I don't know if that sentiment is as true as you might think or if it comes with caveats.
I gotta say that there is something really sad and sobering about seeing that a grown man who is 10 years older than me owns a bunch of Funko Pops.
Lol at people saying they don't need AAA games.
The most anticipated game for this year is Cyberpunk, their studio is the current face of game development crunch.
Tech companies tried the whole outsource everything approach years ago and it ended up blowing up in their faces. The quality of the work is so subpar and it affects the bottom line.
Maybe they are not the same people? I for once don't give a crap about cyberpunk.
Just look at Era's goty and most anticipated games each year. 9 out of 10 games should be AAA.Maybe they are not the same people? I for once don't give a crap about cyberpunk.
Just look at Era's goty and most anticipated games each year. 9 out of 10 games should be AAA.
Getting rid of AAA is not the answer.
Listen to what you are asking.
Just to take Zelda as an example, Nintendo already did shrink the scope of Zelda twice before with Majora's Mask and Wind Waker, gamers complained how there aren't enough dungeons and the games were "unfinished" Those complaints persist to this day regarding those games and they didn't sell as well as OOT and the crunch was likely just as bad.
We are living in a time when people want bigger and better games. Even if the vast majority of consumers never complete the games that still doesn't matter. They still demand bigger and better. This isn't likely to change for a long time.
It is never that simple as just shrinking the games down and increasing the dev time, especially now during HD-4K dev era for a anticipated release. Just by increasing the dev time is alone likely to lead to a worse outcome because just by keeping the lights on at a studio and paying everyone during a project by a extra year or two is going to balloon the cost significantly for a given project. So if a single game underperforms it is going to be a DISASTER for the studio. AAA games already take 3-5 years to make and adding one or two years on top is going to be bad no matter what.
Oh and of course you would still get the complaints from gamers that games take forever to come out and are smaller now than they were previously on top of all this. If you delay a game it needs to sell more to turn in a profit.
If you want to look at the bigger market, AAA games are even more prevalent out there.Era is representative of the gaming market?
I meant I like AAA games but I'd have no issue with them disappearing if crunching for months is the only way.
I said he's 10 years older than me, not that Funkos are aimed at 10 year olds. I just think of them as cheap junk for young-er people, but not necessarily children. It's weird to see someone in their 40's with a whole bunch of them. Seems like the kind of thing you might put on your desk at work, but not have a bunch of them decorating your house.Yes, the CyberPunk 2077 Funko Pop clearly marketed at 10 year olds. What kind of stupid comment is this? You can dislike the guy (with a lot of reason, he has said some terrible stuff) but... Funko Pops? What are you even adding to the discussion?
AAA gaming is not some special case, you can find similar or more complexity in other fields like microprocessor design, automobiles, medical equipment, construction and so on. The only reason crunch is this widespread in games is because the people in charge can get away with it. It's not some boogeyman shit that just happens randomly, It's planned for and baked into to the budget from the very beginning.How would you factor in this risk into the budget of a game? If you want to eliminate crunch, the risk has to be "budgeted" by potentially having extremely long dev cycles. Even with crunch, major AAA cycles are pushing 4-5 years. If you want 6-7 year cycles, not only will the cost be unsustainable, but you also run the very real risk that the game is so aged by the time it comes out that it looks/plays like yesterday's news, or other, faster devs will steal your lunch by finishing a competing game earlier.
And I don't think that there are many other products with comparable complexity as a major AAA game, if any.
I worked on UFC Trainer for well over a year, implemented leaderboards and more online features on all 3 consoles, and left a couple months before it was released because my contract was up and THQ was too cheap to renew it. Other engineers had to fight with the producers to get them to leave my name in. It was put into Special Thanks.Unions are there to protect workers from bad working conditions, not to make games easier to make. The whole point of unions is so devs have a way to fight back for their rights. Even things like credits in the game can beneficiate from unionizing