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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.

From: rhalin
2004-11-14 05:14 pm (UTC)

Possible solution?

Personally, I've long looked upon EA as a bad company. They've taken great studio's like
Westwood and Maxis and turned them to producing crap - very fast. I want to put the power of game developing back into the creative minds that -make- the games. These last few years have seen a heavy decline in the quality of new games that come out, usually a new one is just a clone of something else with a new story slapped on. It's been a long time since I've seen a truly original game, and I hope that I can do something to see the days of innovation again.

I work for a company currently working at providing a solution to the corporate machine approach to game development. The idea is to create an extensible game engine - something that would handle an RPG as well as an RTS, sports game, or deathmatch special. The initial development is done by a closed team, but the eventual product would be open source, were individuals can contribute both to code modules and to an "ever expanding cache of free content" such as models, textures, etc. The engine would be free for non-commercial use and provide client/server support for internet based games. For commercial use, development would be free, and "distribution" licenses would only have to be acquired once a project is finished, and shipping.

The major driving force behind it is that it is -dynamic-. Everything can be updated and changed without having to rewrite half the code. The code behind the core system that handles this is a little complex, but it makes writing modules much much easier. And we hope that the "community support" approach can help keep the engine at the top levels of technology, much the way that current open source projects such as Linux keep themselves updated. We want to create a game engine that isn't outdated in a year, or two years, or possibly ever. We've been calling this approach the "zero budget game," While not exactly true, it's a phrase that’s kept us moving with the project.

Hopefully, with this engine, we'd be giving small development companies the tool they need to be able to create games and undercut the large corporations. We've considered working out licensing model to favor small teams, but that’s undecided as of yet.

We are open to any suggestions anyone may have, our goal is to ultimately even the battlefield for the small dev vs. large corporation (or possibly even make it easier for the small devs), and we'll consider any comments or suggestions on how we can do that.

(Reply) (Thread)
From: (Anonymous)
2004-11-14 09:16 pm (UTC)

No future....

I am a gamer. Not the sort of gamer that EA and relative companies target and I am proud of it. 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. 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...

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.

But nothing will change... People, in majority are idiots. EA just wanna make MONEY out of them! The pure gamer does not exist anymore. Games went mainstream and gamer turned to a mere consumer-idiot. It not about innovation anymore. Its all about demographics and marketing.

(Reply) (Parent) (Thread)
[User Picture]From: stardreamink
2004-11-15 06:10 pm (UTC)

Re: Possible solution?

A project like that could indeed be a huge boon to small teams and indy start up studios.

I tried to start a studio in 2003, and eventually had to cancel the project as the engine we were going to license ended it's free evaluation phase, and they wanted a boatload of bucks to let us continue working on it, which we didn't have.

A licensing model that requires a distribution license fee only when the project is complete and shipping would most definitely be a boon to helping small studios and start-ups have a chance at competing with the big software factories.

Even the publishing/development house I was dealing with was willing to cut us a huge break due to being a small team struggling to establish itself. Seems they remember what it was like during their own start up not so long ago. But even their revised licensing structure still required a lot of cash upfront.

They cut their original price by more than half and offered an $x K per user or $y K for 10 users package for small start-up studio teams. You guys could work out a similar structure to help small teams, I'm sure.

The big things that would make it easier for small devvers would be:

A) acquiring a distribution license only when the project is finished and shipping, instead of cash up-front

B) An alternate licensing model for small teams and start-up studios, so it would cost them less in the end than it would a large corporation with cash and credit reserves and previous titles already shipped.

The advantage to you guys is that if you don't require cash up-front, even gamer-driven modding project teams could make use of the engine. If they complete a title and ship it, you get paid. If they don't complete and ship their project, at least they can contribute any modules or engine modifications they made to be added to the engine's open source library.

It's good to see others out there doing something to try and improve the sad state of the industry I love, and put the power back in the hands of the creative and development teams.

Way to go, Rhalin.

If I still had my team together, I'd be checking in out for sure.

Good luck,

-Dani Treutler, former co-founder of Wraith Games
(Reply) (Parent) (Thread)
From: rhalin
2004-11-16 09:30 pm (UTC)

Re: Possible solution?

Yeah, our major goal with the entire project is that we want to put control back into small dev teams, and at the same time support a massive mod base for free products (just slightly limited functionality, maybe) We're not sure exactly how we're going to pull that off, but it's in the works. Hopefully this project isn't just going to be vaproware. Everyone should know in 6 months to a year though! Thanks for the reply and insight!
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