OK, then I was wrong, and that's a great thing.It is now - citizens advice and the tribunal system is free. 9/10 times companies settle before it goes anywhere because they know they won't have a leg to stand on. Speaking from experience here
OK, then I was wrong, and that's a great thing.It is now - citizens advice and the tribunal system is free. 9/10 times companies settle before it goes anywhere because they know they won't have a leg to stand on. Speaking from experience here
I hope ND is ready to delay the shit out of TLOU2 because if nightmare stories of their 100 hour a week crunch times gets out theyre gonna get ripped a new one, right?
Read the story. Went to this thread. PERFECTION.
Lol.
"After all your indirectly forced OT and one week before launch you should now know that any further OTs are optional." Hilarious.
Red Dead 2 is GAAS game, I doubt that the crunch will end at launch.
Just to clarify, now that the game is finished we want you to know that all overtime is optional.
It's likely due to the insane number of people willing to work for peanuts just to be able to play video games for their job.
What the fuck is this take?
Yeah, people wanna get into the industry via QA, but the stigma QA gets is because they're clearly not respected in game companies that see the job as low effort because they're not seen as valuable which is bullshit. People who wanna play games all day dont just get accepted into QA and that stereotype is a harmful perception.
Yeah, good QA is not easy to come by, but good lord, your posts are just displaying so little respect for an entire profession.
Talking about it is a start. Things get 'entrenched' because they're quietly accepted policy instead of openly discussed. Studio owners count on this. They count on the cultural expectation that abusive hours are actually 'badass' and the 'real rockstars' will always do them.
Like you said, good QA is hard to come by. I can only speak from my own personal experience and just about everything I've seen online, but video game QA is full of mostly young people who like the idea of playing games for a job, go at it super hardcore for a while and burnout. The churn is insane. I'm honestly surprised I'm seeing so many people come out calling me an idiot for my posts, because it flies in the face of everything I've taken for granted in terms of the video game QA industry up until know. Definitely been enlightening to see so many people view it as a respectable career (outside of more leadership and management positions).
To be fair while Spiderman without a doubt is a big game, I don't think you can really compare it to a rockstar game, very few companies are making games the way rockstar is making them, they're just on a different scale. In my opinion Blizzard is the only juggernaut that competes in the same league as Rockstar in term of scope of game development, and they're the ones I'm the most interested about when it comes to crunch and how they handle it, but sadly I haven't heard much information coming from them in this whole situation.For people saying Crunch is a fatality in video games to have high scope games...
Didn't Spiderman launch a month ago, and insomniac seems to not be prone to Crunch from what i heard.
Like you said, good QA is hard to come by. I can only speak from my own personal experience and just about everything I've seen online, but video game QA is full of mostly young people who like the idea of playing games for a job, go at it super hardcore for a while and burnout. The churn is insane. I'm honestly surprised I'm seeing so many people come out calling me an idiot for my posts, because it flies in the face of everything I've taken for granted in terms of the video game QA industry up until know. Definitely been enlightening to see so many people view it as a respectable career (outside of more leadership and management positions).
I worked for a third party (outsourced) QA company for 4 years. Most QA people are just trying to get their foot into the door of the larger industry, working absolute minimum wage for companies that largely treat them like crap.
One of the only ways to stand out from the hoards of other people at your meat grinder of a company is to throw yourself at projects for more than 40 hours a week, because at some of these companies just getting on a 40 hours a week project is difficult enough.
I sacrificed myself to crazy OT (at one point doing 80 hours a week for a AAA game close to release) and it did pay off at my company by allowing me to scale the corporate ladder (as I was seen as someone who would make "sacrifices") but there was a massive sacrifice that came with it.
Even with all that OT, you are still talking about a minimum wage job, so the OT really just helps you have a bit of savings, nevermind anything else. You don't get a pension, you often don't get a RRSP, and as mentioned in this thread, a lot of devs often have a combative relationship with you, to the point where each project generally has a handbook (often off the record) of "how" to speak to the devs. For example, on one project, you weren't allowed to describe an expected game behaviour with "should" because the devs had gotten really catty about that and respond with "Well are you a dev?" to someone who used that phrase.
These are the same devs that can tell your team lead or company, at any point, that they no longer want you on the project for any reason and your company will happily comply in other to not lose business. And I have seen it happen to many people, regardless of how good they are at finding bugs.
QA is an absolutely thankless job, and it's where most of the abused work force is in the video game industry. If any sect of the game industry needs unionization, it's QA.
Sure. And it's not inaccurate in many cases.
Sure. And it's not inaccurate in many cases.
But QA is still dev work whether coders and designers want to acknowledge that fact or not.
People do. And those that don't obviously need to be educated on how software development actually works. If a coder's response to a bug against their code is to scowl at the QA that had the audacity to report the bug, that's a personality issue with that coder.I still contend that no one (well, no one outside of QA) thinks of testers when they hear "developer" or "game dev."
I don't have a strong stance any way or the other but I can understand where those people are coming from. When people think of developers they think of people creating something, and QA doesn't really do that, it checks for mistakes in other people's work. It's still vital for the health and success of the game of course but they're not really seen as a full part of the creative process, kinda of like community managers in a way actually.I still contend that no one (well, no one outside of QA) thinks of testers when they hear "developer" or "game dev."
I don't have a strong stance any way or the other but I can understand where those people are coming from. When people think of developers they think of people creating something, and QA doesn't really do that, it checks for mistakes in other people's work. It's still vital for the health and success of the game of course but they're not really seen as a full part of the creative process, kinda of like community managers in a way actually.
QA is part of the development cycle though. Community managers work more as "after sales" or the go-between the customer and the company. They are different.
yeah I agree that they are part of the development cycle, I said that they are vital in fact in my post, but not being part of the actual creative part of development does carry a certain stigma both in the public and in the company's mind i would imagine. And yeah community managers wasn't the best example, Proof readers for things like books/magazines/comics are probably a better one, you usually don't associate those kind of "spot the mistakes" jobs as part of the "real deal".Hey, just wanted to jump in and defend QA. QA is development because it's baked into the process, and development tasks aren't considered done until they are tested for quality.
In the UK you have to show that you tried to remedy the situation before you resigned and decided to claim CD. That usually means using the statutory grievance process that companies have to adhere to; if you don't agree with the outcome of that process you can still go to tribunal. You have to have a very good reason if you decide not to avail yourself of that process.I've known 2 people successfully claim CD against stone big companies, and a former employer of mine was, I was told, terrified that I'd do the same because I'd 'wipe the floor' with them if I did... Maybe we just got lucky, but my understanding was if things are documented from when they get bad then you're usually ok..
While overtime may not technically be mandatory, you're probably seen as a weak link by management if you don't work as much as possible. And that very likely doesn't translate to a long, fruitful career with the company.
yeah I agree that they are part of the development cycle, I said that they are vital in fact in my post, but not being part of the actual creative part of development does carry a certain stigma both in the public and in the company's mind i would imagine. And yeah community managers wasn't the best example, Proof readers for things like books/magazines/comics are probably a better one, you usually don't associate those kind of "spot the mistakes" jobs as part of the "real deal".
Yeah but I really, really like the sidequests in ACO :)
Or they could manage the project better so 100 hour weeks aren't needed
I'm sorry but it's QA...
It's awesome that they are no longer going to ask people to do overtime, but QA is not development work, which is what the previous topic was about. QA is a very different job with very different expectations, I would argue.
No, but people are grasping onto anything at this point because a lot of people grandstanded about how woke they are in regards to labor practices.
If this article got posted last week independently of the Houser interview, I bet it wouldn't have even made it to page 2.
From the reddit post:
Isn't that illegal in the EU? 48 hours should be the maximum on an average of a few months.
Edit: Average of 17 weeks normally.
anyone who has played a highschool sport or been in a club or *had a job* know that a lot of things that are optional arent really optional
It's almost like that is one of a few reasons why gaming budgets and development blow out of proportion. Hmm, wonder what would stop that.As a rule Naughty Dog doesn't hire producers or project managers. It's something they've touted as being proud of.