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EA: The Human Story [Nov. 10th, 2004|12:01 am]
ea_spouse
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?

Right?


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Comments:
From: (Anonymous)
2005-03-26 05:05 am (UTC)

Re: HOW TO COPE -- I used to work at Maxis

Im an architecture student in Louisiana, and i have to say that this blog really hit home for me. We in the school put in similar hours, but dont get paid...in fact, we actually pay to subject ourselves to this hell (what the hell was i thinking?!) What i know though is that our nightmare will eventually end (after 5 years) but yours seems to be perpetual. All i can say is that life is too short to be spending the majority of it making money for some asshole who makes shitty games. Mabey money and a nice car are important, but most people will have to pay the price, both in money and quality of life. What good is an awesome sportscar if you can't drive it in the sun (because you work during the daylight hours)? Ive decided to side with the blog. Making C's in school is far better than wasting the prime years of my life sitting on a hard stool in a room with 30 other people, working like a child in a sweatshop.
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From: ea_spouse
2005-03-27 09:40 am (UTC)

Re: HOW TO COPE -- I used to work at Maxis

I knew some folk in architecture when I was in college, and I have to say I think that system is severely broken, too. They also slept under their desks and never saw the light of day for weeks on end -- the situation was fairly infamous around the university. Obviously all it did was weed out people who had a lot of great potential but no interest in killing themselves; in my observation, the cream of the crop switched majors pretty rapidly, and the ones that were left were not the ones with the greatest talent OR passion.
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From: (Anonymous)
2005-04-26 12:35 pm (UTC)

Re: HOW TO COPE -- I used to work at Maxis

For the person who likes to raise the bar and get praise from his boss, I'm glad you are still stuck in the third grade. Guess what though, those scratch and sniff stickers they were just stickers.. and money.. its just money. Your life, thats yours. If you want to waste your time working for someone else making them money following their orders all for a little praise and a job well done then more power to you. For the return you get from toiling 12 hours a day 7 days a week, construction experience talking, I say its not worth it. Time is all we have, if you want to part with something as precious as that more than you have to then I feel sad for you.
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From: (Anonymous)
2005-12-02 08:26 am (UTC)

Re: HOW TO COPE -- I used to work at Maxis

i am a young designer 3d modeller

I had a chance to get into the games industry a few times and sometimes it seemed like the ideal job especialy when your 17 and a games fanatic, but i wasn't just a pretty face i heard about this stuff a few years ago and slowly realised that it isnt all great , long hours, crappy wages (compared to hours ur doing) and a general shitty treatment ie being made redundant every other year and just being pushed around.

a lot of my friends went into game industry and its the same story man, now they are still not settled and still being pushed aroudn a few are very miserable about their jobs and teh rest just carry on with the stupid hours. I had the same chance but decided this is not guna be for me.

I decided forget this, and go for something else and just keep practising 3d for a hobby, i started to work in the commercial web design business i enjoyed it for a few years until i joined a larger company that demanded a lot of hours so i left straight away, and with a wife and baby i am not on a very good wage now but im so happy that i only work 6 hours a day, and love my work, by the way i work for local governement creating educational media.

now INSTEAD i indulge my passion in games by using ALL MY spare time playing playing and playing loads of games and its SO MUCH BETTER.

if you have passion for games, just play. then create a mod....

but a lot of GREAT games artists are leaving the profession for other jobs, one i know of left to start up a painting and decorating business, and is now very hapyy and doing well.
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From: (Anonymous)
2006-06-18 12:12 am (UTC)

Re: HOW TO COPE -- I used to work at Maxis

I find this blog very interesting. First, I spent 9 1/2 years in the resturant biz (talk about long strenous hours). The last 5 1/2 were as a chef (yep i earned my whites the hard way, apprenticed under a chef). I made salary, so no overtime and i was responcible for my own medical, but i loved the work. So i stayed with it. Well until i had to have a spinal surgery, now i can barely walk much less stand in one place, but boy do i remember the hours. During the summers i worked three shifts. Summers meant breakfast was added to my schedule. I got to work at 6:30 am every day but sunday and left at midnight (assuming i could get everyone to clean up fast enough. It's hard to clean up well when your exhausted.) i never once got a vacation only sundays, christmas day, and thanksgiving day. Why? so the owner could build a new home. Once he got it built he sold the place. The people who bought it couldn't tell a$$ from hole in the ground and lost it. So yeah i know all about long hours. But... i did something that the owner didn't know about, i hired an extra person. When one of my personel were getting ragged, i sent them home and extra was brought in to fill in. Trust me, he got plenty of work. In the end i made it my mission to be personal friends with all my workers (As chef i managed the place) i ate at their houses on sunday and visited as much as possible (that's how i got introduced to Role playing and my first wife, role playing was the better of the deals it turns out.) I always made sure that my employees saw me doing what i expected them to do. Now having said all this if it was me i would sue like hell. I know what it's like to get caught up in the game. Sometimes it just never occures to you to leave, other times when it does strike you, you come up with 100's of reasons to stay. (shrug) just the way it goes i guess. Anyway, my advice is sue.

To mister military, grow up. Once i had my spinal surgery ( i almost didn't make it twice, Half way through the surgery they bring you out to make sure your spinal cord isn't damaged. I ended up doing a sugar ray. The doctor gave me an immediate and almost leathal dose of sleepy time. it was touch and go there for a while. After the surger i ended up with a blood clot, which i passed to my right lung. Yes it hurt, worse than the surgery, it should have killed me since the chances of surviving a clot to the lung are very slim) i realized just what i had been, forgive the venacular pissing away while working in the resturant. The first thing i did was go fishing. The second was a two week shut in, with pizza and taco bell D&D fiest. That is what convinced me that those of you who like to play the "dog eat dog" game will die early, which just means more room at the table for me.

sorry about any misspellings. i've been up long hours, i've decided to go back to college and my java class is killing me. (lol i've almost been up 24 hours, geez some habits are hard to break. You know i think i'm going to have a glass of tea and sit on the porch and watch what's left of the sunset ;) )

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