Neoseeker : News : IGDA members upset with leadership's stance on 60+ hr. work weeks
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anacreon Apr 3, 09
this isnt really surprising since programming eats a huge chunk of people's days without them even realizing it.
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chautemoc Apr 3, 09
I have absolutely no problem with longer development cycles becoming standard so game developers work reasonable hours. Most other industries aren't like this, I don't see why ours should be any different. Suddenly I don't like Epic so much.
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kspiess Apr 3, 09
I haven't done any hardcore programming, but perhaps it is like working in film where you don't really get the ball rolling until 4 hours into your work day.

But yeah I can't say that I'm a big fan of working more than 70 hours a week myself -- which I've done, in the film industry. I think it is unnecessary and people work better if they have more balance in their lives. Of course, this is an outsider's perspective I suppose.

But when a game like Gears of War 2 is set to make many millions of dollars profit, planning to work your employees 65+ hour week doesn't make sense to me. If I was a programmer doing that, I would just wonder why they wouldn't hire more people -- the game's budget can obviously accommodate that. I don't see how a mandatory crunch time is necessary in that situation, but I'm no Mike Capps.
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Guest Apr 3, 09
kspiess is in porn?
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OmegaFury Apr 4, 09
@fatbird

I don't think people would spend 70 hours a week *bleep*ing -_-

Back to the article:
"Damn Mike... Gawd! You can't tell them directly that we condone slave labor. Geez, what's your problem?
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Guest Apr 5, 09
@kspiess: Just to clarify -- Mike Capps original statement is that they purposely don't hire more developers because they share the wealth with everyone on staff. Fewer people working longer hours means each person gets a larger bonus. At least, that's his theory (which is entirely against all research into human productivity on multi-month work cycles). But that's the reasoning officially behind it.

Realistically, long periods of longer hours results in less actual productive work being done. The 40-hour work week, divided as 5 days of 8 hours, was initially developed by Ford. It is longest he found he could work his employees while still actually gaining production. Any longer, and the number of defects ruining a given item, general fatigue slowing people down, and accidents causing work halts actually caused a net loss in productivity despite more man-hours being put in. I have a feeling Epic could produce better games with fewer people if they cut hours, but hey, I'm just a guy who's resting on every single bit of research ever done on the field, I'm not a Company President who never had any proper training in project management...
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THM Apr 6, 09
quote fatbird
kspiess is in porn?
Hee Hee!!!!!
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kspiess Apr 6, 09
fatbird-=> No, I wasn't in porn. But feel free to spread that rumor if you'd like.

Karl-=> Thanks for your comments.
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