Electronic Arts is known for many things in the videogames industry. The company’s huge and annually updated portfolio of sports sims, an equally large range of licensed IP franchises, and a deeply ingrained unwillingness to deviate from this undoubtedly profitable formula.
More recently, the behemoth has received rather more unwelcome publicity in the form of growing reports of unsympathetic treatment of their hard-worked development staff. The infamous, anonymously-penned ‘EA Spouse’ forum posting
(relive it here) was one woman’s outpouring of rage at the treatment of her husband, in which she bitterly accused the company directors of destroying the lives of their employees and families in pursuit of profit.
In another example in 2004, lead animator Jamie Kirschenbaum filed a lawsuit against the industry megalith, accusing it of manipulating California state labour laws to avoid paying overtime to their many animators and artists. The law states that decision-making employees whose work requires advanced knowledge or creative talent are exempt from earning overtime pay. But Kirschenbaum asserted that his job, while theoretically artistic, was in fact mere spadework into which nobody could have any truly creative input.
In a sizeable U-turn, EA will settle the class-action dispute, re-classifying salaried employers and instead paying them by the hour. It will pay out $15.6 million. But people working in these positions will no longer be eligible for stock options or a yearly bonus. As EA gives, it also takes away, and the loss of these privileges send out the clear message that employees will have to work a certain amount of overtime each year to earn the equivalent of their old salary plus benefits.
Nevertheless, paying people for the actual amount of time they have spent working for you is a step forward, and the company’s employees in Redwood City, CA are presumably pleased with the long overdue decision. But the decision will only apply to EA employees there. Over here in Blighty, reports continue to emanate from the company’s UK Studio of a continued Dickensian workhouse ethic. It’s not uncommon for developers working on such games as Harry Potter to be expected to uncomplainingly work enormous amounts of overtime. During ‘crunch’ periods, teams often work into the small hours and are still expected to come in during the weekend.
Late hours and pizza have been part of the games industry, at least in the west, pretty much since its inception. But while in the past, games programmers were driven by a desire to perfect something in which they had a vested creative interest, these days large publishers can be too eager to exploit this very ethic to drive up their profits. Know an over-worked games developer? Or perhaps you are one (in which case, shouldn’t you be working?) Share your misery in the forum below!