Wie könnte man die Spieleindustrie nachhaltiger machen? Hab heute einen interessanten Artikel über die Arbeitsbedingungen in der Spieleindustrie gelesen:
GQ: Your book talks about how all these games—and most games, really—are made under these extreme conditions and yet so many games come out every year. Do you think that's sustainable?
Jason Schreier: That's the question that I've been asking for years. The short answer is no. The thing that makes it seem most unsustainable is the glut of video games; on Steam every day there are hundreds of new releases that come out, there's no way to filter them all. In the triple-A games world, you're seeing publishers try to adapt, and the ones that aren't adapting are going to fall by the wayside.
Who knows as far as the work and the human cost, whether it's sustainable. There are no real stats on any of this. You can't get stats on people who are burnt out or leave the industry. Nothing like that exists. I hear anecdotally about how it's impossible to find senior leads on games because so many people have just stopped, and so the industry skews towards youth. It's a lot of people who have just joined, or have been working on games for a few years and haven't burnt out yet. I think it's something a lot of people are talking about, but because there are no numbers there's no way of knowing.
https://www.gq.com/story/blood-sweat-an ... n-schreier" onclick="window.open(this.href);return false;
Das Thema wird auch im NeoGaf diskutiert:
1) Yep.
2) Hell no. With cost of living, I was making about the same as someone on minimum wage where I live now. And I know that because after leaving the industry that's basically exactly what I did, yet maintained the same basic standard of living. And I was consistently paid industry average. Sure, the numbers tend to sound good, but when you compare figures to non-industry relevant salaries (I could have made an instant 25-30% more taking a lower title at business software developer) and consider COL expenses, it's hard to argue the industry pays well. You don't get rich being a game developer.
3) I once worked 100 hour weeks, back to back, for 4 months straight.
4) Those were also 7 day weeks. There were a few other times I worked 80+ hour weeks, 7 days a week, for several months just before release.
5) The last real project I worked on before outright quitting the industry starting crunching 18 months before release and we never actually left the crunch cycle until more than 12 months after launch because of post-release support. Yes, literally more than 2 1/2 years of crunch. On one project. That I didn't get a launch bonus for because we missed both our sales and Metacritic targets, if only barely.
http://www.neogaf.com/forum/showthread. ... t248321261" onclick="window.open(this.href);return false;