Also deeply infuriating given how it has shat up the entire conversation. Which was Epic's intent, of course. The only reason they publicized and pushed a cut that was otherwise solely chosen because EGS, as low-ambition as it is, had literally nothing to justify a higher cut to developers with.Fixed it for you. But, yeah that PR talking point is fucking hilarious. Comedy gold that the gaming press carries that water without hesitation or a speck of nuance.
Most developers are the same, people expect the next Last of Us game this year, but they just finished the mocap. People get so mad when it comes to crunch but still want games out as soon as possible. You can't have it both waysThey didn't care about consumer's and they don't care about developer's either.
At various points, Epic executives have sent out directives that overtime is voluntary, and must not be demanded. But on the ground, this has had little effect.
"The younger people are especially vulnerable," said one source. "I try to tell them to go home, but they say, 'I want to get on and be promoted. I need to be here to do that.' The competition is very high, they are ambitious, and they think it's fine to work a 100-hour week.
That quote, holy fucking shit.Tim Sweeney working hard to make game industry a better place, i see.
It's not an instantaneous solution. But hiring more people will help you reduce crunch. What a weird shilly thing to say.
No Tim Sweeney actually said this.That quote, holy fucking shit.
I haven't read the 5 pages of the thread yet, did the corporate defenders wake up yet to give their hot takes?
Sounds about what people want now irregardless of the human expense.
Things like onboarding and training take time. You can't just hire somebody and the next day put them behind a computer making a game.
This. That's how it is now for BRs, in large part because of the success of FN.Yeah I figured something like this was happening with how the game was being updated.
They've basically worked themselves into a hole because it's what the audience expects now.
Have you ever been in a hiring position before?
Hiring people is not easy, and having "lots of money" is only a small factor in growing your team. Among the other factors:
Aside from that, as mentioned in the article, not every problem can be solved by hiring more people. Oftentimes, especially in software development, more people makes the problem worse. If a basketball team isn't performing well, do you just hire more players and coaches? If a building isn't being built fast enough, do you just hire more construction workers even if they can't all fit on the scaffolding? Games development is no different from the above, as more people necessitates more communication and more coordination, and time wasted on onboarding new employees.
- You need to make sure they're the right culture fit. Hiring someone who isn't can drag down team morale or worse.
- Different locations have different talent pools. Epic is located in North Carolina, and there's not much of a games industry there (or on the East Coast in general). If you don't want to hire local, then you have to convince talent to move, and that's easier said than done. If you want to start a second satellite studio, then you have to contend with the logistics of remote development and communication, and very few studios without "Ubisoft" in their name have shown themselves capable of that level of project management.
- You need to make sure that they're of the right skill level. Again, easier said than done. Oftentimes, the job requires you to be trained on their development pipeline, especially for mid or senior level jobs.
Yeah this is something people don't consider.Things like onboarding and training take time. You can't just hire somebody and the next day put them behind a computer making a game.
Its not that simple when you work on a team. If you leave, your essentially giving everyone else on the team your workload.They getting overtime paid for this? If not simple do your contracted hours and walk out the door..
Good. Everyone else will leave too and the house of cards will collapse.Its not that simple when you work on a team. If you leave, your essentially giving everyone else on the team your workload.
Granted I work in finance but yeah it takes about 6 months for a new hire to be a contributing worker on a process. Now I assume it would be faster if the person being hired is experienced but it's not a quick thingYeah this is something people don't consider.
Even if someone has the perfect skill set to just pick up and work on something they still need to become familiar with the operating procedures at a new company, as well as actually become familiar with the stuff they are working on.
i think I've read that 1 new hire could take as long as 6 months to get to the point where they are working at the same capacity that someone who has worked there for 2 years.
No, they were always a crunch house during Gears of War. It was just not as big a thing to highlight. They've always had super small teams and crunched hard. How do I know this? I worked with a lot of ex-Epic people.so basically epic was a fine place to work before FNBR's success but now they are expected to crunch like mad to keep up with players demands.
As a developer who actually owns and has actually read The Mythical Man Month: you're really misrepresenting it.From the article:
"A source who worked in customer service, dealing with player questions and problems, said: "We went from maybe 20 to 40 tickets a day to about 3,000 tickets a day." The source added that Epic rapidly hired new staff to handle the deluge, but that the problem couldn't simply be solved immediately with more employees. "It happened so quick. Literally one day, we were a small amount of people. The next day it was just, 'Hey, by the way, now you have 50 more people on this shift who have absolutely no training.'"
Also, read "The Mythical Man-Month" by Fred Brooks for more insight on this fallacy
But they are hiring more people. Hiring more people is the answer to long-term scaling. No one is disputing that.Can every problem be solved with hiring more people? Obviously not. But Epic's problem here can be.
The whole thing of The Mythical Man Month is focused on the short-term. If your project falls 50% behind schedule, you can't just hire 50% more workers and expect that's going to put you back on track. But Epic's problem isn't crunching to hit a deadline at which point those resources become redundant. There is no deadline after which everything will slow down. This pace is ongoing and will remain so for the indefinite future. Epic's current staff and processes aren't capable of creating this much output without imposing enormous uncompensated costs on their current staff. The way you handle that is you have to put in the work to hire people and adopt your processes to work with a higher employee count.
Hiring people often slows down a project in the short-term, and Mythical Man Month is a good example of why more people doesn't shorten your process time in the short-term, but if you also have to increase capacity in the long-term it's the only real way to do that.
I'm not disputing that, I'm disputing the notion that this makes them slaves in any sense of the word, and I challenged the guy to provide the legal provisions he claims makes them slaves, and he hasn't responded with that answer yet.Epics workers are clearly being emotionally abused into not taking time off. It's there in the article
Its not that simple when you work on a team. If you leave, your essentially giving everyone else on the team your workload.
...yeah, that'll explain how they're basically the only devs managing a weekly update schedule. Wonder how working conditions are like over at Playground Games, since they're the only other dev that I'm aware of that's trying to keep up with weekly updates for Forza Horizon 4 (albeit in the form of monthly batches prepared in advance). I'd like to imagine UK law would prevent excessive crunching, but I also realise I'm probably being really naive here.
Quite a lot of Fortnite players would appreciate if Epic would take a bit more time thinking through/balancing/polishing certain new features/weapons/other additions more instead of throwing as much shit at the wall as fast as possible and seeing what sticks. They keep vaulting perfectly good items that are keeping things fun & fresh while introducing new, completely broken stuff that they then need to spend 2-4+ weeks fixing. And at this point there are sooo many skins & dances & everything that they could slow down releasing new ones and keep recycling the huge number of old skins.so basically epic was a fine place to work before FNBR's success but now they are expected to crunch like mad to keep up with players demands.
"One senior guy would say, 'Just get more bodies.' That's what the contractors were called: bodies. And then when we're done with them, we can just dispose of them. They can be replaced with fresh people who don't have the toxic nature of being disgruntled."
As a developer who actually owns and has actually read The Mythical Man Month: you're really misrepresenting it.
What it says, is that throwing more bodies as a late project will not, in the end, result in the project becoming less late, because interpersonal communication channels increase with the square of the number of bodies on the project, which tends to dominate over their additional contributions.
WHAT IT DOES NOT, IN ANY WAY, SHAPE, OR FORM SAY, is that "hiring more people to work on ongoing development that has no forseeable end-date or deadline, won't do anything to let your workforce as a whole take more, healthier breaks, before you work them to death"
Hiring a whole other shift of developers likely won't let them push out content any faster than they already are -- unless they're working on independent content projects, because parallelism still works -- that's the MMM conclusion, that more bodies don't speed up an already late thing. What it almost certainly would let them do is sustain their current pace without burning out their workforce, because the MMM says nothing even remotely like "more bodies never reduce the workload on individual contributors at a given pace which is intended to be ongoing indefinitely".
Working in gaming sounds like an absolute nightmare. Underpaid, overworked, frankly not that interesting, and a great way to suck any enjoyment someone has in a hobby right out.And that is why I will never go back to the games industry. Spent 8 years there, on multiple projects. Never once was there a project where there wasn't crunch. Even on games that were polished as fuck, they still wanted crunch. Fuck that shit.
True as hell, the save the subreddit's response to this has largely been "don't care, want bug fixes fast like BR"If game devs unionize there will be such a backlash from consumers
But they are hiring more people. Hiring more people is the answer to long-term scaling. No one is disputing that.
The problem is that the game is scaling faster than they can hire. What I and other posters are saying is that "just hire more people because you have money" is not as simple as it sounds because the hiring process is a complicated problem in itself that must be solved.
I'm not disputing that, I'm disputing the notion that this makes them slaves in any sense of the word, and I challenged the guy to provide the legal provisions he claims makes them slaves, and he hasn't responded with that answer yet.
Which, to be fair, is precisely how Playground has been distributing Forza Horizon 4 updates (monthly patches including new cars, races and championships, which gets unlocked over the following four weeks).No need to be naive. If you stagger the content you're working on, and deliver it on good schedule, you can make it work without crunch.
You can, for example, deliver all content in the monthly May patch, then stagger the release, to give something every week until the June monthly patch is released, and so on.