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EA: The Human Story [Nov. 10th, 2004|12:01 am]
My significant other works for Electronic Arts, and I'm what you might call a disgruntled spouse.

EA's bright and shiny new corporate trademark is "Challenge Everything." Where this applies is not exactly clear. Churning out one licensed football game after another doesn't sound like challenging much of anything to me; it sounds like a money farm. To any EA executive that happens to read this, I have a good challenge for you: how about safe and sane labor practices for the people on whose backs you walk for your millions?

I am retaining some anonymity here because I have no illusions about what the consequences would be for my family if I was explicit. However, I also feel no impetus to shy away from sharing our story, because I know that it is too common to stick out among those of the thousands of engineers, artists, and designers that EA employs.

Our adventures with Electronic Arts began less than a year ago. The small game studio that my partner worked for collapsed as a result of foul play on the part of a big publisher -- another common story. Electronic Arts offered a job, the salary was right and the benefits were good, so my SO took it. I remember that they asked him in one of the interviews: "how do you feel about working long hours?" It's just a part of the game industry -- few studios can avoid a crunch as deadlines loom, so we thought nothing of it. When asked for specifics about what "working long hours" meant, the interviewers coughed and glossed on to the next question; now we know why.

Within weeks production had accelerated into a 'mild' crunch: eight hours six days a week. Not bad. Months remained until any real crunch would start, and the team was told that this "pre-crunch" was to prevent a big crunch toward the end; at this point any other need for a crunch seemed unlikely, as the project was dead on schedule. I don't know how many of the developers bought EA's explanation for the extended hours; we were new and naive so we did. The producers even set a deadline; they gave a specific date for the end of the crunch, which was still months away from the title's shipping date, so it seemed safe. That date came and went. And went, and went. When the next news came it was not about a reprieve; it was another acceleration: twelve hours six days a week, 9am to 10pm.

Weeks passed. Again the producers had given a termination date on this crunch that again they failed. Throughout this period the project remained on schedule. The long hours started to take its toll on the team; people grew irritable and some started to get ill. People dropped out in droves for a couple of days at a time, but then the team seemed to reach equilibrium again and they plowed ahead. The managers stopped even talking about a day when the hours would go back to normal.

Now, it seems, is the "real" crunch, the one that the producers of this title so wisely prepared their team for by running them into the ground ahead of time. The current mandatory hours are 9am to 10pm -- seven days a week -- with the occasional Saturday evening off for good behavior (at 6:30pm). This averages out to an eighty-five hour work week. Complaints that these once more extended hours combined with the team's existing fatigue would result in a greater number of mistakes made and an even greater amount of wasted energy were ignored.

The stress is taking its toll. After a certain number of hours spent working the eyes start to lose focus; after a certain number of weeks with only one day off fatigue starts to accrue and accumulate exponentially. There is a reason why there are two days in a weekend -- bad things happen to one's physical, emotional, and mental health if these days are cut short. The team is rapidly beginning to introduce as many flaws as they are removing.

And the kicker: for the honor of this treatment EA salaried employees receive a) no overtime; b) no compensation time! ('comp' time is the equalization of time off for overtime -- any hours spent during a crunch accrue into days off after the product has shipped); c) no additional sick or vacation leave. The time just goes away. Additionally, EA recently announced that, although in the past they have offered essentially a type of comp time in the form of a few weeks off at the end of a project, they no longer wish to do this, and employees shouldn't expect it. Further, since the production of various games is scattered, there was a concern on the part of the employees that developers would leave one crunch only to join another. EA's response was that they would attempt to minimize this, but would make no guarantees. This is unthinkable; they are pushing the team to individual physical health limits, and literally giving them nothing for it. Comp time is a staple in this industry, but EA as a corporation wishes to "minimize" this reprieve. One would think that the proper way to minimize comp time is to avoid crunch, but this brutal crunch has been on for months, and nary a whisper about any compensation leave, nor indeed of any end of this treatment.

This crunch also differs from crunch time in a smaller studio in that it was not an emergency effort to save a project from failure. Every step of the way, the project remained on schedule. Crunching neither accelerated this nor slowed it down; its effect on the actual product was not measurable. The extended hours were deliberate and planned; the management knew what they were doing as they did it. The love of my life comes home late at night complaining of a headache that will not go away and a chronically upset stomach, and my happy supportive smile is running out.

No one works in the game industry unless they love what they do. No one on that team is interested in producing an inferior product. My heart bleeds for this team precisely BECAUSE they are brilliant, talented individuals out to create something great. They are and were more than willing to work hard for the success of the title. But that good will has only been met with abuse. Amazingly, Electronic Arts was listed #91 on Fortune magazine's "100 Best Companies to Work For" in 2003.

EA's attitude toward this -- which is actually a part of company policy, it now appears -- has been (in an anonymous quotation that I've heard repeated by multiple managers), "If they don't like it, they can work someplace else." Put up or shut up and leave: this is the core of EA's Human Resources policy. The concept of ethics or compassion or even intelligence with regard to getting the most out of one's workforce never enters the equation: if they don't want to sacrifice their lives and their health and their talent so that a multibillion dollar corporation can continue its Godzilla-stomp through the game industry, they can work someplace else.

But can they?

The EA Mambo, paired with other giants such as Vivendi, Sony, and Microsoft, is rapidly either crushing or absorbing the vast majority of the business in game development. A few standalone studios that made their fortunes in previous eras -- Blizzard, Bioware, and Id come to mind -- manage to still survive, but 2004 saw the collapse of dozens of small game studios, no longer able to acquire contracts in the face of rapid and massive consolidation of game publishing companies. This is an epidemic hardly unfamiliar to anyone working in the industry. Though, of course, it is always the option of talent to go outside the industry, perhaps venturing into the booming commercial software development arena. (Read my tired attempt at sarcasm.)

To put some of this in perspective, I myself consider some figures. If EA truly believes that it needs to push its employees this hard -- I actually believe that they don't, and that it is a skewed operations perspective alone that results in the severity of their crunching, coupled with a certain expected amount of the inefficiency involved in running an enterprise as large as theirs -- the solution therefore should be to hire more engineers, or artists, or designers, as the case may be. Never should it be an option to punish one's workforce with ninety hour weeks; in any other industry the company in question would find itself sued out of business so fast its stock wouldn't even have time to tank. In its first weekend, Madden 2005 grossed $65 million. EA's annual revenue is approximately $2.5 billion. This company is not strapped for cash; their labor practices are inexcusable.

The interesting thing about this is an assumption that most of the employees seem to be operating under. Whenever the subject of hours come up, inevitably, it seems, someone mentions 'exemption'. They refer to a California law that supposedly exempts businesses from having to pay overtime to certain 'specialty' employees, including software programmers. This is Senate Bill 88. However, Senate Bill 88 specifically does not apply to the entertainment industry -- television, motion picture, and theater industries are specifically mentioned. Further, even in software, there is a pay minimum on the exemption: those exempt must be paid at least $90,000 annually. I can assure you that the majority of EA employees are in fact not in this pay bracket; ergo, these practices are not only unethical, they are illegal.

I look at our situation and I ask 'us': why do you stay? And the answer is that in all likelihood we won't; and in all likelihood if we had known that this would be the result of working for EA, we would have stayed far away in the first place. But all along the way there were deceptions, there were promises, there were assurances -- there was a big fancy office building with an expensive fish tank -- all of which in the end look like an elaborate scheme to keep a crop of employees on the project just long enough to get it shipped. And then if they need to, they hire in a new batch, fresh and ready to hear more promises that will not be kept; EA's turnover rate in engineering is approximately 50%. This is how EA works. So now we know, now we can move on, right? That seems to be what happens to everyone else. But it's not enough. Because in the end, regardless of what happens with our particular situation, this kind of "business" isn't right, and people need to know about it, which is why I write this today.

If I could get EA CEO Larry Probst on the phone, there are a few things I would ask him. "What's your salary?" would be merely a point of curiosity. The main thing I want to know is, Larry: you do realize what you're doing to your people, right? And you do realize that they ARE people, with physical limits, emotional lives, and families, right? Voices and talents and senses of humor and all that? That when you keep our husbands and wives and children in the office for ninety hours a week, sending them home exhausted and numb and frustrated with their lives, it's not just them you're hurting, but everyone around them, everyone who loves them? When you make your profit calculations and your cost analyses, you know that a great measure of that cost is being paid in raw human dignity, right?



This article is offered under the Creative Commons deed. Please feel free to redistribute/link.

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From: (Anonymous)
2004-11-13 08:23 am (UTC)
I'm sorry to be the one to inform you of this... But that's how MOST things in the gaming industry work.
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From: (Anonymous)
2004-11-13 10:17 am (UTC)
That doesn't make it right. You must be one of those slave driving project supervisors who expects these people to sell their souls just to work for your company. Do you not realize that the whole point of this person's post was because she's trying to raise awareness and put a stop to this abuse?
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From: (Anonymous)
2004-11-13 09:44 am (UTC)

Ex EA Employee...excercising restraint...

Good to see someone speaking up on this issue...the best thing you can do for your husband is be supportive and if at all possible encourage him to leave and find a better situation. Once you leave EA you look back and wonder why you didn't do it sooner.

I'm going to try and add to this without getting too impassioned and angry. I worked for EA for quite a few years...and I can tell you that, what was written here, is not an exaggeration...a bit melodramatic perhaps, but EA will work you into the ground if you let them.

-mandatory crunch time-
Crunch time was anywhere from 12-15 hours a day and typically lasted anywhere from 3-6 months, though on one project, we did those kind of hours for 9 months.

-chasing the carrot-
The rewards EA gives are intended to keep you running hard on the treadmill. Stock options that vest over three or four years, so you have to stay if you want that money...and in order to stay you have to play the game their way. Golden handcuffs. We did see end of project bonuses, but they they were very inconsistent, and some guys that worked insane hours throughout the project received a bonus check that was insulting. These came to be known as the "fuck you bonuses."

-the mind job-
EA really puts a lot of effort into trying to get you to believe that you are doing something very important and that in the end all the extra work will pay off. But as I found out, over and over again, it doesn't. The bonuses come nowhere close to being adequate compensation for all the extra hours. It usually takes getting burned two or three times for you to learn your lesson because they always end the project with the word "Next time we'll do it better."

There is also the intimidation factor...at EAP (which later was folded into EALA) there was always the subtle threat that if you didn't shut your mouth and do exactly what management mandated, (regardless of what harm their mandates did to ones personal life) you would suffer the consequences. If you happened to be one of the few who was brave enough to speak up about it...the response was usually a very flowery and wordy version of "if you don't like it, leave." or you were dismissed with a condescending look and a, "I can see how you might think thats how it is, but it's really not." Issues that the team had were often given some sort of demeaning title like "verbal junk food," and long meeting ensued with management trying to convince employees why they were wrong...never "how we can fix it."

-teachers pet-
EAP Management played favorites in a big way and rewarded "loyalty" over good performance. The producer of Generals made some really big mistakes that cost the team weeks of overtime and yet in the end was rewarded with a raise and a promotion. In case you are wondering, "loyalty" as far as we could tell meant running to the VP and squealing on your co-workers for every tiny infraction or misstep. We all saw a lot of examples of this kind of behavior and in a professional atmosphere where the team is subjected to long hours and unrealistic demands, it's just uncalled for. (and wreaked havoc on the teams morale.)

-young and stupid-
These were all very hard lessons for me to learn, in the beginning I was young, naive, and swallowed the bait, hook, line and sinker. Young people get into the games industry because they love games, and EA takes full advantage of that enthusiasm. These kids will join up, give their heart and soul to the project and do it for peanuts. EA eats these kids alive and tosses them when they have squeezed them for all their worth. Believe it, I have seen it happen over and over gain.
Every hour of overtime we work lowers our hourly rate! How much is your time worth to you? These guys just don't understand, this is your life, and you're giving it away for free! You can't get it back and when you find yourself in your mid-thirties (considered an "old timer" in this business) you'll be kicking yourself wondering what the heck you were thinking.

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From: (Anonymous)
2004-11-13 10:14 am (UTC)

Re: Ex EA Employee...excercising restraint...

-what I did-
I crashed and burned, and then I left. I was utterly miserable and the money I was making didn't matter to me anymore. I was seeing a talented team of guys misused and treated like children on a daily basis. My wife encouraged me every day to just leave. I cashed out as many options as I had vested, gave my notice and never looked back. I took some time off at my own expense and eventually found a job at a nice small developer and things have been great ever since. My only regret is that I didn't leave sooner.

-who's to blame?-
Ultimately, I am. It would be really easy for me to just blame EA, but I was the one who continued working there. I can hate EA and their management for their policies and general attitude toward its employees, but I was the one who stayed there. Perhaps, instead of taking the role of the victim we need to start taking responsibility for our choices. Sounds harsh, but thats they way I see it.
Seriously, Why not just try going home after an honest days work? I wonder how many have actually tried doing that? Just ignore the mandates and go home. Can they really fire you for looking out for your own well being? I've got to believe that if they do, they are doing you a big favor.

The whole crunch time thing is an industry wide problem and who better to go after than the biggest predator in the jungle. But I admit I still have a lot of bitter feelings toward EA and can't really look at it with an objective eye.
My personal feeling is that I would like to see some action taken against them for no other reason than for all the poor bastards that, for whatever reason, feel like they are trapped working for EA and have no other choice than to keep on enduring their BS.
Plus, there is a steady stream of young people that are always willing to sign on and bare their necks to the fangs. I'd like to see these guys keep their love of making games longer than the current one or two years before they turn into bitter and scarred vets.
Is legal action the right way to approach it and what would the long term ramifications be? Only time will tell...I'd like to think that it might make things better for everyone.

-lessons learned-
It sounds cliche, but money doesn't make you happy if you have no time or energy to enjoy it. I made a good living at EA, the pay is decent and the benefits are good, but at what cost? My, health, mental state, and social life all suffered as a result of my tenure there.
I would say, if you feel compelled to work for EA, get what you want out of them and get the hell out before they eat you alive. My monetary situation is nothing like it was when I was EA and yet life is good. I'm still in games and working for a good company, and I'm feeling some of the old spark coming back. If you are working in a place that you hate, it really is up to you to do what you have to do to get out and get happy.

on that note...I have droned on far too long, and hope that all this energy does someone some good.
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From: (Anonymous)
2004-11-13 11:01 am (UTC)


One of the good things about EA is that its possible to work for them, develop games, and not live in California. Does anyone have input on good, stable, video game companies who are hiring, treat their employees decently, and are NOT in California?
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From: ea_spouse
2004-11-13 07:26 pm (UTC)


A lot of people have been coming forward with testaments about studios that do not treat their people this way. I will be compiling a list of them and backdating a journal entry with that list of reccomended studios. =)
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From: (Anonymous)
2004-11-13 11:11 am (UTC)

Let's form a Union :D

I know your pain.

My marriage was ripped to shreds because my husband was overworked by a particular online company in the bay area that is generally regarded as an excellent company to work for!

When my husband was on call (usually a full week, every other week) he was not allowed to be more than 15 minutes from a secure internet connection. This meant that every weekend was ruined. When he was on call we could not go to the park with the kids, or do anything outside of the house together. I would end up taking the kids out myself while he stayed home, waiting for the inevitable call. On the weekends he was not on-call, he was so exhausted from being called in every night (on-call was just another name for mandatory overtime) that he wasn't really available emotionally, physically, or psychologically, as a husband or a father. Even now that we're divorced, he's still breaking his back with the same company to support his children, while he scarcely gets to see them.

I was so angry at his company that I called around to see exactly what the legality was of what they were subjecting us to. Of course it turned out that it was all legal because the prevailing attitude is that people can choose to work where they feel comfortable. But this attitude doesn't take into account a couple of things: One, is the lack of jobs in this industry means that people are desperate for work. Many highly qualified people are unemployed right now, and it frightens those who *are* employed enough that they put up with abusive standards. Two, is that if all tech companies treat their employees the same way, there is no place to find respite. There are no options when every choice is the same.

I see two possibilities to remedy this situation. The first possibility is to change the law so that it is illegal to expect overtime without appropriate compensation (and set an overtime limit regardless of pay so that people are not dangerously overworked). The second possibility is to create an IT union so that workers' rights are not steamrolled by the corporations for an extra buck here and there.

We also need to address the culture that puts work above family. Employees often defend the company that abuses them, because the abuse is treated as "normal" by other employees, and by the company itself. The employee is immersed in the culture and there is a sense of working toward a common goal - that helps to provide some purpose. A wife who complains that her husband hasn't been home long enough to spend any time with his children is seen as a b%^%.

I lived as a single mother when I was married - and our family was tethered to my husband's company even when he was supposed to have time off. My husband didn't have enough time for anything but sleeping and recuperating when he was home, let alone any kind of productive communication.

We are now divorced - a marriage cannot survive a complete disconnect like that for long. We only saw each other when it was time to sleep, and we were so stressed out when we spoke to each other that it was like speaking through a brick wall.

I hope that some day the demolition of family is prevented by forcing companies to hire enough people that they don't have to make their employees work overtime on a regular basis.
(Reply) (Thread)
From: (Anonymous)
2004-11-13 11:23 am (UTC)

Software industry killed me.

I really feel for them. I used to constantly work 60-100 hours a week as a developer. I completely burnt out after 5 years and am now disabled. I cannot work or stay awake for 8 hours (I have M.E / C.F.S) any more.
If anyone is this situation, my advice is GET OUT before your body is beyond recovery. Working in a factory or store may not be intellectually stimulating but it keeps the bills paid until you can find a good employer.
If I knew what was I was doing to my body before I got ill, I would have quit the industry and walked away. If I could go back I would turn down the £40,000 a year salary and worked in a factory for £12,000. I will never have my health back and may never be able to hold down a full time job again. All because I really cared about what I was producing.
Companies better realise soon that development is a very tolling activity on the miind and body. Most problems arise from bad management and unrealistic expectations. If you stop saying ´You can have it six months´ and start being realistic, programmers will create better quality, bug free-ish code and be happy to do 100 hour weeks as deadlines approach. Expecting them to work 100 weeks all through the project will eventually destroy them. Not that companies give a damn nowadays.
The days of an employee being valued are long over. ´You can be replaced´ is all you hear nowadays. Companies should actually take care of the good employees and replace the lamers. If your staff actually want to come to work, they produce better products, actually care about what they do and will help out as much as they can.

To the 2 companies that drove me into the ground. F$*! YOU. You have destroyed my life and bailed when it came to my health insurance. You worked me death. I made over 2 million pounds for you B*&$%*DS and you cut me loose to live my life unable to work or even have a social life because I am so ill.

I hope you all rot.
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From: (Anonymous)
2004-11-13 11:50 am (UTC)

Re: Software industry killed me.

I'm sorry, I almost lost my hands to carpal tunnel because I was young and didn't know how to stand up for myself when the pressure came. It was probably the scariest thing in my life. I was blessed that I healed almost completely. I hope things get better for you.

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From: (Anonymous)
2004-11-13 11:58 am (UTC)

the suck

what do you expect in america? this country is powered by money and greed. its sad.
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[User Picture]From: harroldsheep
2004-11-13 11:58 am (UTC)

having worked for EA...

...this sounds right on target.
i always wondered if the managers got overtime? the artists certainly didn't.
but we got free video games. i guess that made up for it.*

* Yes, i am being sarcastic
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From: unionjosh
2004-11-22 06:24 pm (UTC)

Re: having worked for EA...

If you want to get paid for the hours you worked, I am helping with a class action lawsuit against EA for overtime violations. I am also a union organizer and I am looking for more information about the company. Most people are scared to even talk to me, but I am hoping that a former employee might not be so intimidated. I am at 415-441-6400 or unionjosh@local16.org
you can remain anonymous if you wish.
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From: (Anonymous)
2004-11-13 12:04 pm (UTC)
I'm just a gamer and value all the wonderful work you guys do and it makes me sad to hear you are all treated this way, my heart really goes out to you guys and want to say thanks for all your hard work, you've made my world a happy place I enjoy waking up to.

It's look like some kind of article here relating to this, don't know if anyone has seen it, since it's too much to read 21 pages. It'a about an EA lawsuit. http://www.gamesindustry.biz/content_page.php?aid=5463

I realized myself as a gamer that EA was a horrible company years ago back when I beta tested Battletech. It became evident to me EA's strategy of buying good companies with passionate people and laying the people off, as alot of good people where let go and that project canceled. They also cancelled Air Warrior around that time those people were pissed too and their spooky spy game bombed, can't remember the name. I swore off ever buying another EA product then at the dissolutionment they caused then to employees and passionate fans.

Years later the publisher of the great Total War series had a distribution deal with them and I was forced as well as other gamers to be on the short end of the stick as they once again attempted to screw this company over and left us with a bad expansion without the features we were promised. We all railed against EA on the boards and luckily the studio listened and left EA for their next release.

The point is big companies need to know their are consequences for not being forthright and honest with their employees and customers. Eventually you piss off enough people and it will bite them back their track record proves it. So as a consumer I'm with you guys and I hope EA gets theirs. The brain power you programmers can muster is amazing and if you did focus on this one problem you could all certainly defeat it and change things for the better. Goodluck and thanks for the wonderful years past and future!
(Reply) (Thread)
From: (Anonymous)
2004-11-13 12:10 pm (UTC)

We didn't know

Most interesting. Me and most fellow European gamers did not know how bad EA is. Fellows, let's go and meet in the forums and talk about what we can do.
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From: tazokvandyk
2004-11-13 12:15 pm (UTC)

Recommended Literature for mentioned managers

Just a simple introduction into HRM, maybe it's just plain ignorance of them;)

Human Resource management- gaining a competitive advantage(international edition)
fourth edition
Publisher McGraw-Hill
(Reply) (Thread)
From: (Anonymous)
2004-11-13 02:21 pm (UTC)


I am a gamer. Not the sort of gamer that EA and relative companies target. In fact apart from Desert Strike and the first FIFA on Megadrive, I have never enjoyed playing a single 'game' pumped out of the licence-based powerhouse of EA. Even then I was not impressed at these two games. I just rented then for a day or so.

EA is evil because its all about the money. It doesnt give a f**k about how games are or should be made. Where is the intelligence put into games by companies like SEGA, CAPCOM or ATARI in their golden days??? -to name a few that cross my mind- That is how I understand evil EA as a gamer. It screwed the gaming world and it continues to do so. I see now that this evil is reflected on its employing policies.

Personally I dont care about sleak graphics and licenced crap. I like innovation, immersive, subtle control and passion in games. I refuse to give my money to EA! Their games are not even worth downloading...

But nothing will change. And in fact I dont blame EA. It just wanna make MONEY! The real problem is that the gamer does not exist. He has become a stupid consumer. It not about innovation anymore. Its all about demographics and marketing. Sorry for the guys working in the EA. They are slaves.

(Reply) (Parent) (Thread)
From: (Anonymous)
2004-11-13 02:02 pm (UTC)

That doesn't sound so bad...

Ever heard of medical residency? Although there is now a cap on the number of hours worked per week (80), the government didn't legislate that there could be less patients, and hospitals didn't add more residencies to programs, so they're now working harder with less hours doing the same theoretical amount of work. Couple that with the fact that the average resident's salary is only in the $40,000 range, and it sounds like a pretty similar arrangement.

Although I guess physicians do have the financial security of post-residency life as a light at the end of the tunnel. ;)
(Reply) (Thread)
From: (Anonymous)
2004-11-13 08:41 pm (UTC)

Re: That doesn't sound so bad...

(Reply) (Parent) (Thread)
From: (Anonymous)
2004-11-13 02:28 pm (UTC)


I am a gamer. Not the sort of gamer that EA and relative companies target. In fact apart from Desert Strike and the first FIFA on Megadrive, I have never enjoyed playing a single 'game' pumped out of the licence-based powerhouse of EA. Even then I was not impressed at these two games. I just rented then for a day or so.

EA is evil because its all about the money. It doesnt give a f**k about how games are or should be made. Where is the intelligence put into games by companies like SEGA, CAPCOM or ATARI in their golden days??? -to name a few that cross my mind- That is how I understand evil EA as a gamer. It screwed the gaming world and it continues to do so. I see now that this evil is reflected on its employing policies.

Personally I dont care about sleak graphics and licenced crap. I like innovation, immersive, subtle control and passion in games. I refuse to give my money to EA! Their games are not even worth downloading...

But nothing will change. And in fact I dont blame EA. It just wanna make MONEY! The real problem is that the gamer does not exist. He has become a stupid consumer. It not about innovation anymore. Its all about demographics and marketing. Sorry for the guys working in the EA. They are slaves.

(Reply) (Thread)
From: (Anonymous)
2004-11-13 03:01 pm (UTC)

worked as well for ea

I worked as a tester there for a couple of months and had to work in different studios all over the world, as well in Redwood Shores. Every project we did was a crunch. I think there are no projects without crunches as long as enough money flows into the pockets of the big manager. EA really doesn't care about your health. You are nothing and easy to replace if you do not become this job as full time job for your private life.
You can't compare the working conditions for tester and developer, but for our job we need to work on weekends and 12 hours a day as well. This kind of working conditions is common for ea... Only the mangagers are going home just in time for their weekend.....
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From: (Anonymous)
2004-11-13 03:50 pm (UTC)
I want to thank the workers of EA for their incredible hard work. The conditions are not fair in the least, and I know this story is 100% true. Just know that people like me on the consumer side do appreciate your genius and hard work.

The shit is hitting the fan next week, folks. Rumor has it that labor people are coming soon. Grab a chair and watch!
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From: (Anonymous)
2004-11-13 03:57 pm (UTC)

Why this probably won't end....

First of all I want to tell you how much I feel for your situation, but I have to agree with those who say "get out". I know that might not be possible immediately, but you guys have to plan for it and esacpe that madness. I'll explain why I feel this is the only solution, by telling you a story about my own life. I aspired to be a game developer, since I was a teenager growing up in the early-80's I wanted to develop game software. Before I entered college I was able to get in touch with game developers working at Origin systems based in my hometown (Austin, TX), (side note: Origin was bought by EA in the mid 90's. I was told 50 hour weeks were the norm, but I was also told that there was rising pressure to be able to put out product for less money (isn't this always the case?), and the game industry was quickly being obsorbed by the corporation. The other thing I was told was that to be in a creative position as a coder in game development, you have to be at the top of your game (where else are you going to model the laws of physics in real-time and incorporate linear algebra on a daily basis?).

Just on the principle of knowledge/education over base payrate, Game developers are grossly underpaid. When you factor in the horrific, unrealisitic work schedule, your SO is probably in a worse situtation than if he were working in a sweet shop in Indonesia.

Unfortunately, I don't see a light at the end of the tunnel. You could get legal action against EA, but here's the thing... There are many, many, many kids coming into the workforce who have dreamed about being a game developer their entire life. I'm willing to bet EA is banking on this. While their model doesn't make sense to most of us, it may very well be part of a larger strategy. Once the current crop of developers are exhausted after 2-3 projects, they quit (EA doesn't have to pay unemployeement) and a new crop is hired.

This is too high of a cost to pay to do "something you love". I have found business software development to be a very rewarding alternative. Even in these "hard times" with overshoring more and more popular, most of our junior developers make $40k with a fair benefits package. Sr developers can make $60-$70k, Architect developers can make even more. I suggest crossing over now. Now depending on where he lands, a normal workweek isn't always 40 hours. For IT thisn't haven't been a reality in a long while. 45-50 hour work weeks are more the norm, but that's a hell of a lot better than what you're use to now, and in some of his new found free time he could program for himself building small games for J2ME (cell phone games) or writing web based games, something fun that he can control.

I wish you guys the best, you have to get out!

I choice to go down the path of business software development

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