[HN Gopher] Ubisoft's unprecedented "exodus" of developers
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       Ubisoft's unprecedented "exodus" of developers
        
       Author : sofixa
       Score  : 194 points
       Date   : 2021-12-20 19:37 UTC (3 hours ago)
        
 (HTM) web link (www.axios.com)
 (TXT) w3m dump (www.axios.com)
        
       | ClumsyPilot wrote:
       | Good, I hope they learn a lesson.
       | 
       | Anecdote: i know a fintech that fired their last per developer,
       | while about 30% of their payment processing systems were written
       | in perl. They tries to press a friend of mine into fizing it when
       | it broke 'again', and he quit on the spot with 'someone has to
       | take reaponsebility for the braindead decisions around here'.
        
       | pdimitar wrote:
       | > _Ubisoft brass argues that, for all its tumult, the company 's
       | standing is comparable to its peers._
       | 
       | Pointing out that everybody else has bad ethics too is not a
       | compelling argument. That's like saying "hey, we are as bad as
       | the others". Yeah well, okay, but try and improve?
        
         | pm90 wrote:
         | Whenever a company's leadership tries to gaslight employees by
         | trying to fudge numbers like this, it's loudly saying that
         | they're not interested in finding out why employees are really
         | leaving.
         | 
         | To be clear, they aren't necessarily lying, just presenting
         | facts in a way that doesn't address the problem. While
         | attrition overall might be similar to other companies, if their
         | most senior developers leave, they're fucked. But they won't
         | talk about those numbers.
         | 
         | Anyone still at Ubisoft: better start looking around.
         | Statistically it's just gonna get worse.
        
           | pdimitar wrote:
           | Yep, they're basically using evasive language to admit defeat
           | but also try to deflect blame and distract attention to
           | another matters. Standard stuff, sadly.
        
           | sbarre wrote:
           | To be fair, most large enterprises use 'industry-standard'
           | metrics like these because it's all they have.
           | 
           | "Pulse check" survey companies aggregate data across whole
           | industries or verticals and then provide their customers with
           | comparison numbers so they can get a sense, across their
           | industry, on how they are doing, without revealing specific
           | numbers for a given company.
           | 
           | There are many factors - shit working conditions and bad pay
           | being only some of them - that affect churn, and if you think
           | the people in charge of this stuff, HR and people management,
           | are smart enough to really parse those factors - let alone
           | come up with their own useful metrics - you are giving them
           | too much credit.
           | 
           | It's not that they're not interested, it's that they have no
           | idea how to figure it out. They would love to know, but have
           | no idea where to even start.
           | 
           | So they say "we're doing comparable to the rest of the
           | industry" because that's all they know. They're not fudging
           | anything, they literally have no other insights to give.
           | 
           | This is of course not ok, but this is a very textbook case of
           | "don't attribute to malice what can be attributed to
           | incompetence".
        
             | pdimitar wrote:
             | > _It 's not that they're not interested, it's that they
             | have no idea how to figure it out. They would love to know,
             | but have no idea where to even start._
             | 
             | Maybe. I would think the human factor is also involved
             | here, namely that it's hard to admit you're doing terrible
             | (in this case: losing a lot of good talent) so people kind
             | of get into an echo chamber where they and their club pat
             | themselves on the back for how well they're doing "despite
             | adversity".
             | 
             | It's quite pathetic really but that's Homo Sapiens for ya.
             | I've been guilty of the same in the past. To finally
             | understand how wrong did you get various factors is
             | honestly like traveling to another dimension. Most people
             | can't and will not ever do it.
             | 
             | > _This is of course not ok, but this is a very textbook
             | case of "don't attribute to malice what can be attributed
             | to incompetence"._
             | 
             | 90% of the time I am inclined to agree but not sure about
             | this case. There's a lot of money at stake in the gaming
             | industry and I'd be inclined to think the higher-ups at
             | least are quite aware of what they're doing. They simply
             | surround themselves with deluded people that will allow
             | them to coast on deflecting blame for as long as possible.
             | 
             | And finally, I could just be paranoid and I am not claiming
             | anything for a fact, it's just how I am viewing it.
             | -\\_(tsu)_/-
        
         | Aerroon wrote:
         | On the other hand, it shows that they're not outside the norm.
         | Perhaps these kinds of problems are endemic to game development
         | on a larger scale?
        
           | pdimitar wrote:
           | Yeah, unfettered corporate greed is endemic indeed. :(
        
         | beamatronic wrote:
         | "Our TPS reports are the same length as everyone else's!"
        
       | AlexandrB wrote:
       | > Ubisoft brass argues that, for all its tumult, the company's
       | standing is comparable to its peers.
       | 
       | I think he's referring to Activision Blizzard.
        
         | alpaca128 wrote:
         | And being comparable to any of those big names isn't something
         | I would brag about. It's more an insult than a sign of quality.
        
       | tester756 wrote:
       | I don't think it's unique to them
       | 
       | "Here" (Eastern EU) almost all software people I know did change
       | / are changing / strongly consider changing jobs
       | 
       | various experience level, various industries, various salary
       | expectations.
        
       | darth_avocado wrote:
       | It is embarrassing that developers [also designers and other
       | creatives in gaming] are the core of any tech company, but very
       | few companies actually value them accordingly. This is especially
       | true in the gaming industry. Most companies start with great
       | talent, but then more and more middle management comes in.
       | Managers hire more managers so they can become senior managers.
       | Non functional bloat starts coming in the form of sales,
       | marketing, "strategy and ops" etc. Not saying they don't add
       | value, but they get hired and rewarded way more than the value
       | they add and ultimately drown the company.
        
         | jonathankoren wrote:
         | I always figured the gaming industry gets away with its
         | treatment of workers because there's always a new crop of naive
         | people whose dream is to make games, so they can burn them out,
         | and then just toss them away, and then suck in the new crop.
         | Other sectors can't get away with it as easily because no one
         | says, "It's been dream since childhood to make auto insurance
         | more profitable."
        
           | ethbr0 wrote:
           | This is what seems toxic about the entire "enterprise" (i.e.
           | not indie) video game industry.
           | 
           | It's figuratively (and sometimes literally) the equivalent of
           | someone cruising college bars looking for folks "willing to
           | be paid for a few private pictures."
           | 
           | Take someone with hopes, dreams, aspiration, pay them the
           | minimum you can get away with (that due to their stage of
           | life seems like a lot), dress up the entire experience with
           | pomp and fun and free snacks, tell them how they're going to
           | change the world, extract every ounce of profit you can from
           | them, at the expense of their life, health, and career, and
           | then dump them by the side of the road and GOTO 10.
           | 
           | It's a fundamentally exploitive business, and it shows in the
           | salaries (especially vs work volume expectations). At least
           | MAMAA pay sufficiently well that it's a mutually beneficial
           | deal to employee and employer.
        
             | meheleventyone wrote:
             | Exploitation is prevalent in the indie sphere as well. Lots
             | of people with little leadership or business experience
             | pulling all sorts of shady stuff and paying worse.
        
               | ethbr0 wrote:
               | I guess my perspective on the indie sphere is "well,
               | that's what happens with random people."
               | 
               | IMHO we should all expect a 50+ headcount company to be
               | _better_ though. Like, have a business model that doesn
               | 't require screwing people over & have functional HR.
        
           | jabl wrote:
           | Yeah, that's my interpretation too from talking to and
           | reading about people's experiences in the industry.
           | (Disclaimer: I don't work and have never worked in the
           | computer games industry myself)
           | 
           | Unfortunately it seems par for the course for many "flashy"
           | creative professions. There's a much larger influx of people
           | wanting to work in the industry than actual jobs, so
           | employers take advantage of the situation to press down wages
           | and treat people like shit (say, unpaid internships).
        
             | jonathankoren wrote:
             | Unpaid internships should be illegal. Not only are they
             | exploitive, but they also classist.
             | 
             | The ability to ensure you get "the right kind of person" is
             | the probably real reason for them. It's no different that
             | legacy admissions really.
        
         | Waterluvian wrote:
         | I'm not hyper capitalist but I do think that employees will be
         | valued as much as they need to be. This unprecedented exodus
         | will illustrate that: they will either be replaced with or
         | without raising compensation and working conditions. We'll have
         | to wait and see.
        
         | marginalia_nu wrote:
         | It's probably not quite that black and white.
         | 
         | You need business smarts too if you want to succeed. Ion Storm
         | is a good example as it was everything contemporary Ubisoft is
         | not. It was a very developer-run shop that out of one office
         | produced critically acclaimed Deus Ex, but at the same time
         | produced flop-of-the-ages Daikatana.
         | 
         | It's a tricky balancing act. You can definitely have too much
         | business influence over the creative process. Ubisoft would
         | never produce a flop like Daikatana, but neither would it
         | produce a gem like Deus Ex.
        
           | Trasmatta wrote:
           | Some extra context: those two games were made by entirely
           | different teams. Daikatana was built by John Romero's team,
           | and Deus Ex was made by Warren Spector's team. I don't think
           | there was much collaboration or even communication between
           | the teams. Romero just bankrolled Spector, who happened to
           | have quite a bit more experience, and was likely much better
           | suited to the director role.
        
           | speeder wrote:
           | https://www.metacritic.com/game/ds/imagine-wedding-designer
           | disagrees with you :P
           | 
           | Ubisoft is actually good at making crap games. For example
           | they bought a Brazillian studio that was often contracted to
           | do some cool hunting games. Then they forced the studio to
           | pump low-score after low-score NDS games (Wedding Designer
           | was one of them), there was tons of executive meddling, then
           | they said the studio that was crap and closed it down.
           | 
           | Thing is, at the time it was literally the best studio in
           | Brazil, and this incident caused some damage to Brazillian
           | games industry :(
        
             | marginalia_nu wrote:
             | Ubisoft crap is another kind of crap compared to Daikatana
             | crap. Ubisoft essentially produces shovelware, from their
             | flagship AAA-titles down to their obscure NDS titles.
             | 
             | It's all sure bets with low creative risk, which makes
             | every sense if you are primarily pandering to shareholders.
        
         | polote wrote:
         | > It is embarrassing that developers [also designers and other
         | creatives in gaming] are the core of any tech company
         | 
         | Clearly not true, especially in b2b enterprise where you can
         | sell even if you don't have a product
        
           | willcipriano wrote:
           | Finally a company with no cost centers, just idea men
           | generating pure profit and making deals with other idea men.
        
           | viraptor wrote:
           | That's called running a scam and that's not really
           | comparable...
        
             | ClumsyPilot wrote:
             | There are loads of criminals, but only the dumb ones are in
             | jail
        
           | zdragnar wrote:
           | I always thought this was an overhyped myth until I watched a
           | relatively innovation-oriented enterprise purchase a database
           | company... So many hilariously bad powerpoint slides, so much
           | money on the table.
           | 
           | When we were instructed to use it, we discovered that the
           | "database" (really just a custom prolog engine + storage
           | container) couldn't support paginated queries. Would have to
           | fetch millions of rows on the server, then pick only the 20
           | we were interested in to send to the front-end.
           | 
           | Most of the dev team spent the next few months doing little
           | but dreaming up powerpoint presentations we could use to get
           | millions, as every schema change required recompiling the
           | entire db from source, so we had lots of sitting around time
           | until management figured out how badly they screwed up.
        
             | cipheredStones wrote:
             | That's incredible. Did they just... not involve any actual
             | developers in evaluating the product of the company they
             | were about to buy?
        
             | datavirtue wrote:
             | That sounds a little worse than the first database engine I
             | wrote.
        
         | ayngg wrote:
         | It is almost the natural progression I would say. Steve Jobs
         | talked about it with regards to Xerox in a famous interview
         | where technology gets you to a dominant position, but marketing
         | monetizes that position so there will be a natural progression
         | in leadership favoring marketers who become responsible for
         | much of the growth after a certain point over developers.
         | 
         | Just looking at video games, the most profitable games now
         | aren't AAA games with super immersive graphics, worlds, stories
         | and so on, it is the mobile gacha games with simple graphics
         | and simple mechanics that are basically predatory in how they
         | are able to ingrain and establish themselves into a routine
         | while they siphon money away from a certain demographic of
         | their user base. These days AAA games are mostly AAA in their
         | cost to produce, few are innovative, or produce better gameplay
         | or tell better stories than what is being made by smaller indie
         | studios. Most are just pretty to look at if you have a beefy
         | video card that can crank the settings up.
        
         | MattGaiser wrote:
         | Enough people seem to want to work on gaming, even under the
         | extreme conditions, for devs to not be very valuable in that
         | context.
         | 
         | Passions projects as a job can be very expensive.
        
           | aspaceman wrote:
           | If you're unable to retain the people with the necessary
           | skills, it doesn't matter how high the demand for the field
           | is.
           | 
           | There are very few people with relevant graphics programming
           | skills. Who cares if 10000 undergrads wanting to be game devs
           | if none of them know C++, and even fewer know what a pointer
           | is.
           | 
           | You may think I'm joking, but even undergrads coming out of
           | the most elite institutions have no knowledge of these
           | things.
           | 
           | How the hell you gonna explain compute shaders to a guy like
           | that? You can only license out these problems to third party
           | tools so much. Epic isn't going to come in and save you when
           | you fuck up the release.
        
           | spamizbad wrote:
           | While there are lots of people trying to break into the
           | industry, the real question is how _good_ are they? Building
           | games is hard work.
           | 
           | It's just an anecdote, but one dev told me at the studio he
           | worked on, his project had 22 engineers assigned, but just 3
           | devs ultimately contributed 90% of the code written. And
           | while those 3 devs were very skilled developers, he claimed
           | they weren't so-called "10x" engineers. They've all since
           | moved on to greener pastures doing work outside the industry
           | making substantially more money.
        
             | TeeMassive wrote:
             | Oh yeah, 10x engineers. The kind of people who create an
             | hostile and exclusionary club where only they can move
             | around the mental maze they created. Personally I just call
             | them 'complexity bubbles' and just like the real estate
             | bubbles it's never those responsible who suffer the
             | consequences.
        
             | oarabbus_ wrote:
             | >he claimed they weren't so-called "10x" engineers
             | 
             | Well, sounds like they were more like 7x engineers /s
        
               | jabl wrote:
               | Or maybe the other 19 were 0.1x engineers? ;)
        
               | bee_rider wrote:
               | Actually since it was the gaming industry, they were
               | probably 4X engineers. Which would also explain whey they
               | went to a different industry, because that genre
               | frequently seems to be on the brink of dying out.
        
             | ljm wrote:
             | Mythical Man Month in a nutshell no? He could have dropped
             | 19 engineers and paid 3 engineers more money to make it
             | work.
        
           | alkonaut wrote:
           | It has to become a workforce that skews young and
           | inexperienced, if older and/or more experienced developers
           | (such as those with families) have options to go to the
           | studios that don't do permanent crunch time?
           | 
           | I'm getting the feeling from some recent AAA games (looking
           | at you EA/DICE) that quality is going down with each released
           | game while spin-off studios pop up indicating to an outsider
           | that some "core" competence has left.
        
             | smolder wrote:
             | Yeah, a lot of big studios are struggling to produce
             | quality games. Gameplay is recycled, graphics and effects
             | feel tacked-on and too expensive for what they are. Ray-
             | traced puddle reflections and 80GB of assets aren't a
             | surefire way to an immersive experience.
             | 
             | All that seems symptomatic of under-investing in
             | development, especially the exploratory & creative type of
             | development, i.e. R&D. At least Epic has spent some of that
             | Fortnite money on building great tech for UE5, it seems,
             | and that will get proliferated through use of their engine
             | and matched by competitors in time.
        
           | ClumsyPilot wrote:
           | That's poor reasoning - there are several million people
           | willing to be president, but 99.999% of them (possibly 100%)
           | aren't capable of doing the job
        
         | TaylorAlexander wrote:
         | This is a major problem with the "one guy is in charge" model
         | of running a business. All these employees care about how the
         | company treats people but this one guy is willing to be a jerk
         | and not apologize and now all these employees have little
         | recourse but to quit.
         | 
         | Even if you think the hierarchy is useful for practical
         | purposes, a cooperatively owned business can give voting rights
         | for everyone so they elect a manager and can fire or demote
         | them as needed. Instead we get the mess that is Ubisoft.
        
           | datavirtue wrote:
           | Union. If you can set wages and benefits you can also set
           | business direction and other working conditions that effect
           | company health. The history of business regulation is strewn
           | with arbitrary policies examples set by "the guy in charge."
        
           | hnaccount141 wrote:
           | I've always wondered why worker co-ops aren't more common in
           | software. It seems like the industry would be particularly
           | well-suited for it.
        
             | friedman23 wrote:
             | The two primary motivations for building a startup are
             | money and independence/freedom. Why would someone with that
             | priority go and constrain themselves with the whims of
             | others?
        
               | akomtu wrote:
               | Dont forget ego: "why would I give control over _my_
               | idea, over _my_ company that _I_ created to simpletons
               | without ideas, without ability or will to execute?" This
               | ego is also why software devs are allergic to unions.
        
           | foverzar wrote:
           | > Even if you think the hierarchy is useful for practical
           | purposes, a cooperatively owned business can give voting
           | rights for everyone so they elect a manager and can fire or
           | demote them as needed.
           | 
           | So, when has that ever worked, apart maybe a small startup
           | between friends?
        
             | friedman23 wrote:
             | And then those friends are in charge and the new employees
             | are just grunts.
        
         | PragmaticPulp wrote:
         | > Not saying they don't add value, but they get hired and
         | rewarded way more than the value they add and ultimately drown
         | the company
         | 
         | I thought similarly when I was younger, but then I became a
         | manager and realized it's not so black and white.
         | 
         | Going back to IC developer (for a while) was a surprising
         | relief from the stresses of managing people.
         | 
         | I know some companies let managers run wild and make devs do
         | all the work, but most successful tech companies actually have
         | very high demands of managers. A decent manager will be good at
         | hiding all of the behind-the-scenes issues from the team, but I
         | didn't truly understand the volume of problems managers quietly
         | deal with until I was in the role.
        
           | mylons wrote:
           | "hiding all the behind-the-scenes issues" that COME from the
           | management/ops/marketing/sales layer. it's kinda like a snake
           | eating it's tail.
        
           | Shorel wrote:
           | True, but I don't think it's the same for second and third
           | level managers.
           | 
           | Basically, you as a manager do all the hard work.
           | 
           | The boss of your boss... he can do some hard work, or he can
           | just rely on you and the other direct managers, and simply
           | get the benefits.
        
             | deanCommie wrote:
             | Sorry dude, that's not true, and is very naive.
             | 
             | When you're an IC, you have no idea what your manager does.
             | You have even less of an idea of what your manager's
             | manager does.
             | 
             | I know I was naive about direct management until I tried it
             | and realized just how much they do that I never was aware
             | of. And as I became a more senior IC, now working directly
             | with senior managers (managers of mangers), I found out
             | just how much they're involved with.
             | 
             | At high-intensity high-output companies (including gaming
             | ones), it's very rare that senior managers end up just
             | resting on their laurels and letting the line managers do
             | all the work.
             | 
             | First of all, it's an all-encompassing job. You are
             | effectively oncall for various escalations, personnel
             | issues, priority/project issues, conflicting incentives -
             | you are responsible for all the people underneath you, and
             | all the conflicts that might occur that direct managers
             | don't handle - they escalate to you. At that level, there
             | is no expectation of work-life balance, you might get
             | called in the evening/weekend to deal with something. While
             | you're detached from the depth, you are responsible for way
             | more breadth.
             | 
             | Secondly, line managers are still expected to be primarily
             | focused on their technical projects and their people.
             | Senior managers have to start dealing with Legal,
             | Marketing, Sales, Facilities, office issues, christmas
             | party organization, press release, etc. Sure, some of it is
             | just coordination and delegation, but the point is that you
             | have to organize all sorts of disparate considerations that
             | frankly are not in technical people's forte. This arguably
             | becomes 50% or more of the job, and this is where things
             | get really tough. Do you want someone technical for this
             | that will be MISERABLE spending time on 50% of their job,
             | and not doing an amazing job at it? Or do you want some MBA
             | type that will be great, but then have no credibility with
             | their team, no ability to influence the techncial
             | direction, because their people will sniff out their
             | technical weaknesses and not respect them for it.
             | 
             | Naturally none of this is universal. There are exceptions
             | of exactly what you're imagining - someone that just steps
             | back, lets everyone else do the work, and they
             | aggregate/summarize and take all the credit. But I don't
             | think those are actually the majority.
        
               | Jach wrote:
               | > frankly are not in technical people's forte
               | 
               | Amusing to see this attitude on HN in the 21st century.
               | Have not the last 20 years of startup successes having
               | very technical founders successfully transition to more
               | managerial roles more than demonstrated otherwise?
        
               | jwagenet wrote:
               | It would seem to me founders, technical or not, would be
               | well suited to management positions with a lot of
               | control/freedom since that is likely not so different
               | from starting a business, except scaled up.
        
             | spenczar5 wrote:
             | Have you been a manager of managers? This sounds like the
             | same problem the GP described (the problems are invisible
             | until you are in the role).
             | 
             | An upper level management job can be very stressful. You
             | have very little visibility into progress or issues, but
             | are responsible for setting direction and making decisions
             | with many consequences. If you get involved, you're called
             | a micromanager. If you don't, you're out of touch.
             | 
             | Cross-organizational pushes become harder, with more
             | inertia, and more perverse incentives dragging things down.
             | You spend all your time debugging the mess of an
             | organization, not on the things that brought you to the
             | industry.
             | 
             | It can be a very stressful, unpleasant job. I am not trying
             | to claim it's _harder_ , or that the pay is proportionate
             | or whatever. But the idea that they can rely on the work of
             | others, coast by, and get the benefits is not at all true
             | from what I have seen.
             | 
             | I worked mostly in startups and FAANG, maybe other sectors
             | are different.
        
               | jasondigitized wrote:
               | This. Debugging the organization is a great way to
               | describe it.
        
               | ksec wrote:
               | Oh I like this I am going to steal it from now on. I use
               | Debugging human to describe it. But Debugging
               | organisation is just so much better. This also follows
               | Conway's law.
               | 
               | >Any organization that designs a system (defined broadly)
               | will produce a design whose structure is a copy of the
               | organization's communication structure.
        
             | sonofhans wrote:
             | I've worked in and with hundreds of enterprises, and
             | literally never seen this in practice. As one gets further
             | into management the work has longer-term deliverables, and
             | many of those deliverables are invisible to managers and
             | individuals below them. Put another way, the work product
             | of a good executive is effective long-term decision-making.
             | Of course it's harder to see the effects of this day-to-
             | day.
             | 
             | The daily work of a senior leader is mostly communication,
             | alignment, and politics (i.e., resource allocation). From
             | the outside (and sometimes the inside!) this looks like
             | "lots of bullshit meetings." Coasting at this level simply
             | means that your priorities aren't fulfilled, your
             | initiatives fail, you're cut out of important decisions.
        
             | linspace wrote:
             | I think management simply has way more variance, and maybe,
             | I'm not sure, more expected returns.
        
             | antiterra wrote:
             | OK.
             | 
             | - you manage managers of three teams globally with 6
             | employees each.
             | 
             | - you know that your best IC is about to go on parental
             | leave
             | 
             | - three others are either leaving or moving to another team
             | in the next year
             | 
             | - your european team's manager is not meshing at all and
             | there's pressure from all directions to fix it
             | 
             | - after shuffling or firing the european manager (who you
             | genuinely like personally,) you suddenly have 8 direct
             | reports you need to meet with weekly and support
             | 
             | - new teams form with overlapping responsibilities and you
             | have to create a relationship with that team and its
             | leadership so no one steps on the other's foot and there
             | isn't confusing ownership
             | 
             | - you hire a new european manager and now you have to fly
             | overseas and train them, while at the same time handling
             | issues for your home team and your own personal
             | responsibilities
             | 
             | - in the middle of all this and while your schedule is
             | peppered with interviews to conduct, some random high-
             | visibility initiative with no owner and outside your area
             | of expertise gets assigned to you.
             | 
             | I've seen directors suddenly get 30 new ICs three levels
             | below them and have to somehow write their reviews. It
             | ain't all pretty.
        
               | Jach wrote:
               | I'm generally supportive of the idea that managers (and
               | managers' managers' managers..) are in many places a
               | value-add and it's hard to get to such roles by coasting,
               | however I also am sympathetic with many of the cynical
               | takes and think there's a lot out there in the world of
               | open source and startups and small businesses supportive
               | of less management. One take is I think management
               | frequently create unnecessary problems for themselves
               | that of course can only be solved with more management.
               | Take for instance:
               | 
               | > you suddenly have 8 direct reports you need to meet
               | with weekly and support
               | 
               | You really, really don't need to meet each of them
               | weekly. Not even necessarily monthly. Depending on the
               | individual, some you might need to meet more than others,
               | but the idea that you _need to_ meet each one weekly is a
               | self-imposed problem that of course robs you of at least
               | a full work day, and past a certain scale requires more
               | managers to handle. This is ignoring the content of the
               | meetings, which if you get into make the case even worse
               | for management, because so often a short email exchange
               | or even a short Slack exchange suffice for what otherwise
               | would have been 30 mins to an hour. (One of my managers
               | was rather skilled at digging out of me over the course
               | of our 1-on-1s some of the minor problems /issues I felt
               | were present with the team/company that I otherwise
               | wouldn't have brought up in an email/IM (and if I did not
               | more than once), but given that they never changed or
               | went away in 6 years, and that I had already made peace
               | with them, what was the point?)
               | 
               | Same thing with conducting a ton of interviews --
               | delegate to ICs of the team the candidate is likely to
               | join! It's your own doing that you insist on having a
               | screening chat with every candidate, or that you have
               | this many candidates you're considering at once, or that
               | you hire into a general "pool" where team
               | selection/assignment happens later.
               | 
               | Same thing with the needing to suddenly write the reviews
               | for 30 people -- the need for those reviews is entirely a
               | self-imposed problem, and could be done away with or
               | altered. (e.g. relying on ICs reviewing each other, or
               | using objective metrics, or having an easier firing
               | process than long PIP dramas, or just bumping everyone's
               | pay regardless to keep up with inflation, or...)
               | 
               | Unfortunately system problems can typically only be done
               | away with (rather than 'solved' with management work /
               | more management) by someone at a higher level than you,
               | whose higher role is in part supported by the problems
               | existing in the first place.
        
               | ksec wrote:
               | Exactly. All of a sudden debugging human problem is 10x
               | harder than trying to debug your codebase. Multiply that
               | by the number of direct report. Not to mention managers
               | that may not have actual power or have their own politics
               | to battle with.
        
           | ksec wrote:
           | Google may not have "started" the whole get rid of middle
           | management idea, but they have certainly popularised it. Only
           | to learn later ( much like 99.9% what Google does ) that you
           | do need middle manager. But then they have zero idea how it
           | should work. ( much like 99.9% of their product ) May be A/B
           | testing?
           | 
           | Middle Management is hard. Constantly being torn apart by top
           | and bottom. You either have decent manager that gets your
           | team a huge boost of productivity but stressed to burn out.
           | Or they run wild and becomes the villain themselves. I guess
           | this is either you die being a hero or do it long enough to
           | become the villain.
        
             | q-big wrote:
             | > Middle Management is hard. Constantly being torn apart by
             | top and bottom. You either have decent manager that gets
             | your team a huge boost of productivity but stressed to burn
             | out.
             | 
             | Because of this, managers are (intended to be) paid so
             | well.
        
             | mysterydip wrote:
             | Good middle management is hard. Bad middle management (as
             | popularized by the pointy-haired boss of Dilbert) is easy.
        
               | user123456780 wrote:
               | As a former middle manager I completely agree with this.
               | It can be a very difficult role. I called it the the
               | A-symmetry of knowledge. As a tech person on tools you
               | have such a small view of the company at large and all of
               | the other issues that are going on. Most of which you as
               | a manager cannot/should not share with your team.
               | 
               | I have had tech leads come to me with solid solutions for
               | their little slice of the world except it would be
               | detrimental to another team or project that you can't
               | talk about yet.
               | 
               | So you have to delicately tip to about your tech team
               | with out upsetting them. Which is difficult because they
               | largely see you as useless middle management. All this
               | while doing the dance with the senior managers/execs
               | justifying why your team deserves bonuses and pay rises,
               | or taking their half baked ideas and 180 flips in
               | directions and trying to calm them and figure out what
               | problem it is they actually want solved.
        
               | slgeorge wrote:
               | Actually ...
               | 
               | It's equally hard to do good or bad management, since
               | most of the time you have no idea if you're achieving
               | either outcome - and neither does anyone else.
               | 
               | The problem with all forms of management is that it's
               | completely unscientific. The main resource you're working
               | with is a "human" which has emotions and who will respond
               | to inputs in very different ways depending on all sorts
               | of factors you as a manager don't know about.
               | 
               | And, when you put a group of "humans" together you might
               | expect a direct increase in productivity - 6 humans
               | should be 6x more productive right - you'd be wrong.
               | Also, for whatever reasons the dynamics of the individual
               | humans change in groups! They are differently productive
               | depending on what other humans they work with! And, since
               | there's no scientifically proven way of categorising them
               | - you can't even tell which ones will work well with
               | other ones.
               | 
               | Oh and the big joke, even if you get that working,
               | sometimes they *change* and then some part of the group
               | is broken for some unknown reason.
               | 
               | Then there's the problem of measurement, and I don't mean
               | the team members. As a manager trying to measure the
               | outcome of your own efforts is difficult, bordering on
               | impossible - maybe something you did changed something,
               | on the other hand it might be some other factor you know
               | nothing about.
               | 
               | Finally, you might expect that the individual "humans"
               | might know what makes them individually more productive.
               | But, nope - most humans have no idea what makes them
               | individually more productive, and then throw in a team
               | setting and you're in a whole world of pain. Some of them
               | think they're "analytical" and can't tell that they're
               | dragged around by their emotions, love life, caffeine,
               | commute or sunshine quota. There's a variety of 'received
               | wisdom' stories they tell themselves, but it's often just
               | a random walk.
               | 
               | So actually ALL management is hard, and you often have a
               | equal chance of doing it "well" or "badly" on pretty much
               | a daily basis. It's as hard to do it badly, as it is to
               | do it well since most of time you're not sure if either
               | is happening.
        
           | ljm wrote:
           | A decent manager isn't so different from a scrum master in
           | the agile world. A good manager is an intentional bottleneck;
           | they are careful about what gets through the pipeline.
        
           | mupuff1234 wrote:
           | Any chance you can provide some examples for issues you've
           | encountered "behind the scenes"?
        
             | tibbar wrote:
             | Not GP, but one example is protecting developers from
             | pressure from higher up. When you're a manager, you're
             | going to get lots of explicit or implicit questions like
             | "you have X headcount now, why are we behind on this
             | project? Developer Z was specifically hired for this - is
             | he just goofing off?" And you know that the new dev has
             | been on boarding and that docs aren't so good and that his
             | velocity is actually reasonable, and you basically stand in
             | the gap between your engineers and the sharks in upper
             | management.
             | 
             | That's what it was like for me, anyway. I'm an IC again
             | now...
        
               | scotty79 wrote:
               | > "you have X headcount now, why are we behind on this
               | project? Developer Z was specifically hired for this - is
               | he just goofing off?"
               | 
               | Is it protecting developers though? Or rather protecting
               | higher ups from direct consequences of their crassness
               | and cluelessness?
               | 
               | If in absence of middle manager, the upper manager said
               | something like that to me he would have my resignation
               | next day on his desk, along with a request for a raise
               | and strongly worded demand to accept one of those
               | documents.
        
               | woofcat wrote:
               | Maybe you're a super in demand developer in a super hot
               | job market. However for lots of people they don't have
               | the option of quitting on the spot over someone asking a
               | very direct question.
               | 
               | So yes the Manager is protecting them, and helping set
               | expectations for the higher ups.
               | 
               | Replace higher up with Customer and you get the same
               | system. Customer demands something unreasonable, that
               | doesn't get filtered to the team that is working on that
               | feature as it's just a distraction to them. Let them do
               | the job and execute on the roadmap as planned.
        
               | scotty79 wrote:
               | I was just directly told that I was specifically hired to
               | do this project that is behind schedule and important and
               | they have no idea how to make it go faster (because they
               | are bugging me) so they don't have another person that
               | could do my job and they can't afford delay it even
               | further to look for a person to replace me.
               | 
               | If there's a better moment to negotiate, I don't know
               | what it might be.
               | 
               | Would hearing this be distracting for me? Sure it would
               | be. But it's not me who would get to pay for my
               | distractions. So it's 100% of protecting higher ups not
               | developers.
        
               | tibbar wrote:
               | And that's the point: It's much more efficient to have
               | one person to run interference for a team of 5+
               | developers rather than having them all fight with the CTO
               | directly. They are paying, in part, to avoid have to deal
               | with you directly.
        
               | delusional wrote:
               | Isn't that exactly what the OP is saying though. That's
               | all fake work that's only done because the even higher
               | ups are demanding it. It's not that the manager is bad
               | because he's an idiot. It's that what the system asks of
               | the manager doesn't actually make anything better.
        
               | extr wrote:
               | The point is it's not fake work. In fact these types of
               | problems just become harder the further up you go. When
               | you're upper management, now you have the problem of
               | wondering if managers are doing their job
               | correctly/efficiently, something even harder to manage
               | and plan for. Imagine handing someone several million
               | dollars in labor budget and just having to trust them
               | that they're building the right things...I would be
               | asking questions too. Coordination problems are tough.
        
               | q-big wrote:
               | > When you're upper management, now you have the problem
               | of wondering if managers are doing their job
               | correctly/efficiently, something even harder to manage
               | and plan for.
               | 
               | If this becomes a problem, I would rather assume this as
               | a strong sign that there are simply too many management
               | levels in the organization, which makes managing the
               | multitude of management levels difficult.
        
               | [deleted]
        
               | mylons wrote:
               | i totally agree with you. i think if you were a small
               | product focused company, you could conceivably have
               | engineers with a PM, and cut it off at that. why a PM?
               | because talking to the customer and getting that feedback
               | is a must, and potentially offloading that to someone
               | specifically as their role sounds like a good separation
               | of labor.
        
               | SuoDuanDao wrote:
               | ...sort of. I'm in this role myself, and I think a lot of
               | middle management positions could at least in theory be
               | eliminated. But it would require 'Developer Z' from the
               | above example to have those uncomfortable conversations
               | with management himself. Would that be a stressful
               | distraction from the work he needs to accomplish? Almost
               | certainly. Could it be a net savings for the company?
               | Yes, iff the right processes/culture were in place.
               | 
               | Since taking this position I've started to think of
               | middle managers as human lubrication on the gears of
               | bureaucracy. The better the gears fit together, the fewer
               | of us are needed. Unfortunately, we're not really
               | incentivised to make ourselves useless, so designing
               | better gears isn't something a lot of us spend time on.
               | And I don't know how one could properly incentivise a
               | whole class of mid-seniority people to work themselves
               | out of a job.
        
               | tracerbulletx wrote:
               | If you've ever worked as a software developer in a small
               | company you might have found yourself being both a
               | developer and directly reporting to what constitutes
               | upper management at a small company, often the owner or
               | president of the company. I was in this situation early
               | on in my career and managing the business side absolutely
               | becomes a whole job, but also I think I did my best work
               | and had a bigger impact of any job I had after because I
               | was directly owning the outcomes of software I was
               | writing. (Of course doing both well is incredibly
               | challenging and often ends up resulting in poor software
               | quality, or poor engagement with management) But it's
               | pretty exhilarating if you can pull it off and maintain a
               | high standard of quality.
        
               | GabeIsko wrote:
               | Yeah, I think it's not so much the middle management
               | that's the problem, but as you get higher and higher up a
               | large company, and more abstracted from the actual work
               | being done, there are a lot of demands for leadership.
               | But our culture (at least in the US) kind of assumes that
               | founders are special, ultra-people on the basis of them
               | founding a company and providing jobs for everyone. In my
               | actual experience, most of them are just characters
               | ranging from the eccentric to the idiotic.
               | 
               | It does take a lot of vision and leadership to
               | successfully run a large company. Unfortunately, I would
               | argue, we tolerate a lot of unsuccessful companies.
        
               | cle wrote:
               | No it's not fake work, someone has to watch the
               | organizational health, to make sure business goals can be
               | met. Managers report up to other managers because one
               | person can only do so much, and can't feasibly track the
               | complex social dynamics across hundreds of other people.
        
             | halfmatthalfcat wrote:
             | I just moved back to IC from manager.
             | 
             | Communication between teams on feature alignment (read:
             | tons of meetings), planning my team's sprint workload,
             | dealing with other manager's politics/bullshit, dealing
             | with Directors political bullshit, etc. It's a huge time
             | sink away from actual engineering.
        
             | jasondigitized wrote:
             | Budget cuts / pressure. Justifying headcount. Justifying
             | value of the team. VIP requests for stupid reports /
             | features / meetings. Questions about schedule, scope, etc.
             | Politics. Stupid meetings. Stupid emails. Good managers
             | will shield you from all of this. A good manager will let
             | you work and create the perception that everything is ok
             | above him, when in reality its a series of constant battles
             | and high stakes poker.
        
             | GuB-42 wrote:
             | Endless negotiations with higher ups, customers,... Finding
             | a way to fill the gap when the guy who everyone relies on
             | just left. Find some work to do when things are slow, and
             | make rushes more manageable. Take estimates from different
             | people, all unreliable, the availability for their teams,
             | and make a somewhat realistic planning. Convert developer
             | time into money and plan a budget. Find the correct
             | methodology and customize it (doing things "by the book"
             | never works).
             | 
             | The more I work as a developer, the more I appreciate the
             | work of good managers, and the less I want to do it.
        
               | fouric wrote:
               | > good managers
               | 
               | And that's the key - _good_ managers.
               | 
               | Now, I think that it's pretty hard for most people to
               | identify good vs bad managers, and that's why a lot of
               | people who aren't sensitive to the difference get into
               | the mindset of "management is a bunch of toxic leeches
               | who don't add any value to the company".
               | 
               | Interestingly enough, it's also pretty hard for most
               | people to identify good an bad developers - but most
               | people aren't developers. It's far easier for those that
               | are.
               | 
               | This raises an interesting question - is it harder for
               | managers to identify bad managers than it is for
               | developers to identify bad developers? What about the
               | ease of developers identifying bad managers vs managers
               | identifying bad developers?
               | 
               | I wouldn't be surprised if it's harder to recognize
               | good/bad managers - management is all about abstracting
               | away the stuff under you for the next level up, after
               | all.
               | 
               | But, I also wouldn't be surprised if the problem comes
               | down to something else other than identification - maybe
               | bad managers are more prone to keep bad managers around
               | than bad programmers are to keep other bad programmers
               | around...
               | 
               | It's at times like this that I wish that I had _more_
               | experience in the corporate world...
        
         | pengaru wrote:
         | https://mipmip.org/tidbits/boat-race.html
        
         | rileymat2 wrote:
         | How are you measuring value added? A great product with no
         | sales adds very little value.
        
           | willis936 wrote:
           | And marketing with no product has no value.
        
           | ecf wrote:
           | A great product sells itself.
        
             | friedman23 wrote:
             | This is just not true.
        
               | reificator wrote:
               | > > _A great product sells itself._
               | 
               | > _This is just not true._
               | 
               | Minecraft is the best selling game of all time[0] and
               | while it's been marketed more since Microsoft purchased
               | it, the first million sales happened within 7 months of
               | charging for the game. Just over a year after commercial
               | release it hit 10 million sales.
               | 
               | This was not a period of Minecraft marketing. Most sales
               | were due to people simply seeing others _(friends,
               | YouTubers)_ playing the game and wanting to try it
               | themselves.
               | 
               | [0]: Wikipedia claims 238 million sales, vs GTA V in
               | second place with 155 million.
               | https://en.wikipedia.org/wiki/List_of_best-
               | selling_video_gam...
        
               | friedman23 wrote:
               | Notch was posting about his game on 4chan and on various
               | places on the internet. It didn't just go viral out of
               | nowhere. He also gave it away for free until he started
               | charging for it so calling those downloads sales is
               | disingenuous.
               | 
               | Anyway sure, maybe there are apps that instantly go viral
               | with minimal marketing but if you build an amazing tool,
               | put it on the internet and don't talk about it to anyone
               | I guarantee you it will get 0 sales.
        
               | ethbr0 wrote:
               | Given extremes of "a great product sells itself" vs
               | "well-marketed vaporware is successful," the former is
               | more true.
        
             | z3t4 wrote:
             | You could start giving away gold for free, but noone will
             | come unless you tell at least one guy about it, but likely
             | he will not believe you. So you need to tell several
             | people, maybe hundreds if it's not easily accessed. But
             | likely you just have a great product, and you are not
             | willing to give it away for free, so it will take much more
             | to attract people! And there is also timing, if for example
             | Google or Facebook would launch today (in their original
             | form) they would have a very hard time acquiring users.
        
           | 2muchcoffeeman wrote:
           | That argument works both ways though. What are they marketing
           | and selling when all the devs leave?
        
             | rileymat2 wrote:
             | Yeah, I am a developer, I believe I add value, but the
             | question is about a pretty bold statement to other roles.
        
               | 2muchcoffeeman wrote:
               | I read the OP as the situation when other departments
               | balloon and more resources are not spent on dev. I've
               | been there before: I reported to more managers than devs.
               | And the company just tried to sell the same thing in new
               | ways because they were incapable of making things better
               | or building something new.
        
         | fxtentacle wrote:
         | Large game companies make a significant percentage of their
         | revenue from the so-called "whales", which tend to be lonely
         | people with an addiction control problem.
         | 
         | Most developers want to make games like they would want to play
         | them. That means no grinding, no pay to win, no taking
         | advantage of your players. But if you run your studio that way,
         | you're way less profitable than the competition which is
         | managed by greedy sharks and fully "monetizes" (=exploits)
         | anyone who's willing to touch microtransactions. For stock
         | market companies, having competitive numbers is a big deal or
         | else you'll pay through the nose for borrowing the $200 mio
         | that a AAA game will cost.
         | 
         | In short, "the market" makes sure that game companies become
         | exploitative, and true believers leave to fund their own indie
         | studio.
         | 
         | But that means I disagree with you that senior management adds
         | no value. They do precisely what they were hired for, which is
         | to make sure the studio has a good stock price and, hence,
         | enough money to finance future games. It's just that most
         | developers hate em, and for good reason.
        
           | rkk3 wrote:
           | > Large game companies make a significant percentage of their
           | revenue from the so-called "whales", which tend to be lonely
           | people with an addiction control problem.
           | 
           | Yes but those companies are freemium or in-app purchases
           | "games" which is AFAIK a completely different model than
           | Ubisoft which sells $60 games once like FarCry or Assassins
           | Creed.
        
         | vvanders wrote:
         | From my experience there's a bit more dynamics in there. In
         | particular the publishing agreements(I've been privy to a few)
         | are structured in ways that the developer takes a substantial
         | amount of risk and very rarely gains the reward of a breakout
         | hit. Things like the first royalty doesn't come in until all
         | development + marketing costs(which can be as much as dev) are
         | paid back. Caps on payouts for companies or individual
         | employees, etc.
         | 
         | The structure is much closer to what you see in the recording
         | industry contracts , there's even been cases in the past of
         | publishers denying milestone payments during peak burn to put
         | the company into bankruptcy to gain the IP + source and then
         | re-hire the dev-team back at 70% salary. Combine that with an
         | robust supply of fresh faces trying to "break-in" it's not
         | really a surprise the industry is the way it is.
         | 
         | If you're on the dev side of the industry you've got quite a
         | few options to exit, if you're in art there's less options
         | since a lot of adjacent industries have similar conditions(I've
         | heard from past co-workers that the animation industry is even
         | more brutal).
         | 
         | It's really a shame since there's some really fun technical
         | problems to be solved and a lot of creativity but that
         | ultimately gets exploited into the state it is today. It could
         | be a better industry but it isn't. For those that want to build
         | games I usually recommend doing it as a side project, there's a
         | high probability that you can work on a genre you like(I never
         | did during my time in industry) and you aren't subject to the
         | state of the industry.
        
         | mschuster91 wrote:
         | > This is especially true in the gaming industry. Most
         | companies start with great talent, but then more and more
         | middle management comes in. Managers hire more managers so they
         | can become senior managers. Non functional bloat starts coming
         | in the form of sales, marketing, "strategy and ops" etc.
         | 
         | Once again, I have to refer to the excellent work "Bullshit
         | Jobs"...
        
         | ethbr0 wrote:
         | ... and inevitably, the C-suite is replaced by people with a
         | management or finance background, and no game creation
         | experience, who proceed to drive the company into the ground.
         | Has been the story of game studios since forever.
        
           | oarabbus_ wrote:
           | The share prices and revenue numbers of these allegedly
           | driven-into-the-ground companies seems to tell the opposite
           | story.
        
             | mschuster91 wrote:
             | Marvel movies are the top of the line financially, but they
             | are all the same basic formula, and they're effectively
             | film versions of old comic storylines.
             | 
             | When was the last time you saw actually original (as in,
             | not based on last year's surprisingly successful novel),
             | creative, non-"mainstream" movies at your city's cinema?
             | Interstellar or (to a certain extent, given that the plot
             | was more or less copied from Pocahontas) Avatar, likely.
             | 
             | Anything else is moved off to niche/arthouse cinema or
             | straight to DVD/Netflix.
             | 
             | With games, it's the same. Innovation has been sorely
             | lacking in many genres from racing to shooters - it's all
             | remasters, microtransactions, free to play and advertising
             | _bullshit_ these days or the atrocity that Rockstar made
             | out of GTA 3 /VC/SA. Last actually innovative game in the
             | shooter genre probably was Borderlands.
        
           | vkou wrote:
           | > ...who proceed to drive the company into the ground. Has
           | been the story of game studios since forever.
           | 
           | Has it?
           | 
           | Everyone loves to dunk on EA, Ubisoft, Sony, Blizzard-
           | Activision, etc, for producing mountains of AAA
           | shovelware[1], but the big players in the industry seem to
           | undergo a pretty normal rate of growth, death, and merger for
           | large companies.
           | 
           | It's entirely possible (Likely, even!) that under better
           | management[2], they'd be more successful, but I wouldn't say
           | that gaming firms are driven into the ground by managers any
           | more frequently than they are in any other industry.
           | 
           | There's certainly a high rate of bankruptcy and death in
           | small and medium-sized gaming companies, but I feel that has
           | more to do with the incredibly speculative and inconsistent
           | nature of cashflow, and the high cost of securing funding in
           | the industry.
           | 
           | [1] Given that people have been dunking on these firms for
           | that reason for the past decade, they sure are taking a long
           | time to be driven into the ground...
           | 
           | [2] The bar for 'better management' is pretty damn low for
           | some of the firms I've mentioned.
        
             | ethbr0 wrote:
             | I'd argue that modern day EUSB etc. _are_ what we see,
             | precisely because they 've eaten the corpses of the
             | referenced failures.
             | 
             | EA today isn't EA of the late-80s / early-90s. It's
             | essentially something named "EA" that managed to smartly
             | buy assets of failed companies.
             | 
             | The funding difficulties and cyclical nature of revenue is
             | real, but I guess that's why you see a similar model evolve
             | in movie production.
             | 
             | Take a look through the developers during the early part of
             | EA's history (for example): https://en.m.wikipedia.org/wiki
             | /List_of_Electronic_Arts_game...
             | 
             | There were none that I could find that hadn't gone through
             | this exact pattern: (1) be bought by larger publisher, (2)
             | lose key creative talent, (3) close as an entity and have
             | remaining employees folded into larger corporate teams.
             | 
             | You'd think if average "big game publisher-developer"
             | management were beneficial to developers, you wouldn't get
             | subsequent failure so reliably.
        
               | vkou wrote:
               | The reason they were bought by a larger publisher is
               | either because the owners got their exit, or, more
               | frequently, because when you live publisher-paycheck-to-
               | publisher-paycheck, all it takes is one flop to sink your
               | development studio. Your publisher then buys your
               | carcass, and its IP and team for a song.
               | 
               | I don't think you can blame the management, as much as
               | you can blame the funding model. (And the funding model
               | is such because banks aren't interested in lending money
               | for speculative creative projects, and neither are VCs.)
               | 
               | > You'd think if average "big game publisher-developer"
               | management were beneficial to developers, you wouldn't
               | get subsequent failure so reliably.
               | 
               | I wouldn't say it's beneficial, but it's the _only_ way
               | that most of them can get the money to fund their
               | projects.
        
         | it_does_follow wrote:
         | > very few companies actually value them accordingly
         | 
         | This is something that has definitely gone through waves a few
         | time during my life time.
         | 
         | In particular I remember the early startup era (~2010)
         | developers were treated very well (though I don't think they
         | were ever treated that great in the games industry). Ironically
         | they weren't paid as ridiculously as today, but they tended to
         | play a much larger role in the company, and their time was
         | treated as very valuable.
         | 
         | Back then startups would be a team of engineers, a designer, a
         | marketer with all of the product vision coming from CEO or
         | maybe as very senior product role (typically cofounder). The
         | contemporary world filled with PMs would have seemed (and still
         | does to some of us) foreign to anyone at the time.
         | 
         | The truth is industry tends to despise a "monopoly on talent",
         | and so we've seen the bureaucratization of the industry. The
         | rise of boot camps has worked to devalued the skills of a
         | talented engineer (though it might be harder now than before to
         | hire talent), interviews are formalized into a robotic
         | screening processes, and the current structure of teams,
         | largely driven by PMs/product owners, has radically devalued
         | the input form engineers in the way the product is developed.
         | 
         | If you have been in the industry less that 10 years you'd be
         | surprised how much say engineers used to get in at the start of
         | the most recent tech boom, as well as how different the hiring
         | process was. In 2011 the two biggest signals for interviews
         | were a strong github page and especially OSS contribution.
         | Passionate, curious software engineers were the most sought
         | after people and they were considered very much a part of the
         | leadership of a company, driving it's culture and success.
         | 
         | Today engineers have been more or less reduced to hot-swappable
         | drones across the industry.
        
           | syntheweave wrote:
           | I think the industry has foiled itself recently through sheer
           | scale. The number of niche roles has exploded and with it, so
           | too the depth of the software stack. The good talent in any
           | subsection ends up going deeper than they can be trained or
           | evaluated for. The rest tread water and add noise to the
           | pipeline. As a result there is an increasing sense of nobody
           | knowing what's going on and compensation being poorly
           | correlated with talent, meaning many orgs can't handle their
           | technical challenges and don't know it until it blows up.
           | 
           | The actual solution would be to be suspicious of software as
           | an end and relinquish more control of it to the open-source
           | commons so that they can optimize their core business. But
           | that can't happen if your core business is "being a
           | platform," and as we know, platforms are where the big
           | profits lie anyway. So it's going to go on like this until we
           | cycle out of the current software stacks and move into ones
           | with different social arrangements at their core.
        
           | ModernMech wrote:
           | Interesting post. I think what happened was that there used
           | to be an idea that good tech was an important competitive
           | advantage. Therefore, highly competent developers were
           | listened to. But the industry came to realize that it's not
           | better tech that wins, but underhanded, addictive, and
           | deceptive tech. Engineers in my experience aren't motivated
           | to use their engineering power to deceive, so if your goal is
           | to use software to monetize users by violating their privacy,
           | you need someone else at the helm of that ship.
        
       | TOMDM wrote:
       | > Ubisoft brass argues that, for all its tumult, the company's
       | standing is comparable to its peers.
       | 
       | The brass has realized they don't need to be good, just
       | competitive.
        
       | lemoncookiechip wrote:
       | Between the sexual misconduct scandal, the more recent NFT Quartz
       | PR nightmare from both the outside and inside, as well as a
       | general shake in the AAA industry due to similar sexual
       | misconducts, allegations of racism and discrimination of
       | minorities, physical abuse, toxic working environments, crunch
       | culture above and beyond what is standard for other industries,
       | mass layoffs after record profit years every year... It is no
       | wonder that people are tired, or that we see more and more big
       | names devs leave and form their own studio alongside with friends
       | every other month. (An example being Activision-Blizzard who
       | keeps bleeding big names and new studios keep forming).
       | 
       | There's no apparent effort from the leadership of the industry to
       | change all the above, as well as a continuous push by publisher
       | for more monetization methods on top of pre-existing ones at the
       | cost of the studio's PR (NFTs being the most recent). Combine
       | this with a general lack of care for the quality of releases at
       | launch or guaranteed long term support for the titles, which
       | leads to animosity and lack of trust from consumers.
       | 
       | There's also the fact, that all of this leads to developers and
       | staff, being harassed on social media by people who don't and
       | don't want to understand and simply want someone to blame.
       | 
       | Also worth mentioning that there's a on-going pandemic for the
       | past 2 years, that has left people both mentally and physically
       | exhausted. So... that probably doesn't help at all when paired
       | with the above.
       | 
       | EDIT: Also worth adding, is the fact that CEOs are earning multi-
       | million dollar bonuses on top of very large salaries (especially
       | when compared to CEOs from other industries) when people are
       | getting paid so poorly that they can't afford to eat
       | (https://www.gamerzunite.com/activision-blizzard-underpays-em...)
       | or get layoff during a record profit year.
        
         | mottosso wrote:
         | > An example being Activision-Blizzard who keeps bleeding big
         | names and new studios keep forming
         | 
         | If there's anything good coming out of all of this, it's this.
         | We need less consolidation overall, and new studios emerging
         | with this level of experience can only be a net-positive for
         | the world.
        
       | izacus wrote:
       | The numbers quoted look in line with the rest of the "Great
       | Exodus" in the IT industry... Is there any special proof that
       | there's something more going on than the post covid resignation
       | spike (following record high retention 2020) we're seeing across
       | the rest of the industry?
        
         | siva7 wrote:
         | It's a great exodus to greener pastures because developers are
         | a pretty scarce resource in those wild times we're living
        
         | lampe3 wrote:
         | Sorry but what exodus in the it industry?
         | 
         | Here in Germany if you can code "hello world". You will get a
         | job.
         | 
         | Also all of my peers and friends around Europe are still
         | working in the industry.
         | 
         | So I'm just wondering.
         | 
         | Can you point to any source? Is this maybe something that
         | happens in the US?
        
           | grumple wrote:
           | It's also about about techies jumping jobs for more money,
           | not just leaving the industry entirely. It is US-centric and
           | not limited to tech.
           | 
           | https://www.recruiter.com/i/no-post-pandemic-the-great-
           | job-e...
           | 
           | But I'd also say the common wisdom in US tech is to jump jobs
           | every couple of years for a raise anyway, so losing 1/4 of
           | engineers per year seems in line with expectations.
        
             | lampe3 wrote:
             | But isn't it normal to change you work place every X years?
             | 
             | Even here in Europe. If I ask my current boss that I want
             | like a raise of 1/3 of my salary he laughs but when I leave
             | to a new company I laugh.
             | 
             | I worked in Germany, Lithuania and Norway.
             | 
             | Basically you are forced to change your job if you are a
             | good developer and want to get more money.
             | 
             | And for me a lot of gaming studios which I loved in the
             | 90's and 00's have lost all the glory. Just look at
             | Blizzard, EA and Ubisoft.
             | 
             | It really worth looking at the history of EA and why it
             | even exists.
        
               | bobthepanda wrote:
               | Americans have always done it in larger numbers though,
               | because in times of economic slowdown they don't try and
               | prop up existing business employment using furlough
               | schemes, and it has been extremely easy to move and get a
               | new job throughout the history of the country. (EU
               | freedom of movement was inspired by the US which has
               | always had it at a continental scale, and it's a lot more
               | practical since nearly everyone's first language is also
               | the US's lingua franca.)
               | 
               | This leads to upsides and downsides. Generally speaking,
               | a lot more people lose jobs during US slowdowns, but the
               | US tends to bounce back a lot faster as well since the
               | labor market is flexible and responds rapidly to changes.
               | One concern with furlough-type schemes is that they keep
               | people at "zombie" firms that the economy may be pivoting
               | away from.
        
           | seneca wrote:
           | I think they mean that devs are leaving companies in higher
           | numbers, not leaving the industry as a whole.
        
           | watwut wrote:
           | Maybe it is meant to be more people changing companies now? I
           | don't see people leaving IT industry either.
        
           | izacus wrote:
           | I've used the term because that's what the media uses to talk
           | about the spike of people quitting their jobs for new
           | positions.
        
             | BoorishBears wrote:
             | Yeah, the fact that just any amount of basic coding skills
             | will get you a job is proof for it, not against it.
             | 
             | Companies are hurting for talent.
        
           | meowtastic wrote:
           | > Here in Germany if you can code "hello world". You will get
           | a job.
           | 
           | Maybe I need to learn German, because this definitely doesn't
           | apply to UK from my experience. You need to invest at least 4
           | months full-time before getting a junior role that pays as
           | much as retail. Then you need to spend your evenings and
           | weekends for the next 1-2 years before earning average
           | salary.
        
             | ManuelKiessling wrote:
             | Why is that?
        
           | AdrianB1 wrote:
           | In Europe there is a huge number of open positions for the
           | lowest end of qualifications: testers, junior developers, web
           | designers etc, but a very small number for senior developers,
           | architects. This correlates with salaries, jobs with entry
           | level salaries are all over the place, but not the higher
           | end. Again, this is in Europe.
        
       | hintymad wrote:
       | Oh no! I really enjoy Assassin's Creed, and I wish the quality of
       | the game will not deteriorate. Assassin's Creed is especially
       | good for a layback gamer like me, who does not like time pressure
       | and would like to take their own pace to finish the game. The
       | fabulous view and handy tutorials and guides along the way helps
       | too.
        
       | beebmam wrote:
       | When companies pay "market rates" for their developers, there
       | should be no surprise that there's high turnover. They'll easily
       | get a better deal going somewhere else simply due to the variance
       | in those market rates.
       | 
       | Here's one easy solution: pay the people at your company more so
       | they don't want to leave for an offer that will certainly be less
       | good than what they have with you.
       | 
       | Good software engineers are hard to find. You should be paying
       | them their weight in gold.
        
         | [deleted]
        
       | martinpw wrote:
       | I think a significant amount may also be pull from FAANG
       | companies which are now getting a lot more into 3d content
       | creation. I don't have so much visibility on the games side, but
       | at least in film and VFX I am seeing a lot of former colleagues
       | at studios moving to those companies for much higher salaries and
       | job stability.
        
       | Jerry2 wrote:
       | One of my best friends from college days ended up at Ubsioft
       | Montreal and he spent around 8 years there. He left last month
       | due to changes in management. About 3 months ago they hired some
       | new manager and this person had no clue about programming, or
       | software development in general, yet she was in charge of the
       | whole team. After a whole lot of infighting, my friend decided to
       | leave after they refused him a change of a team. He ended up
       | leaving for another AAA game publisher. At least 4 other members
       | of his previous team also ended up leaving after him.
       | 
       | I'm often reminded of the old adage: people don't leave
       | companies, they leave managers.
        
       | tyingq wrote:
       | Seems like it will probably have snowball effect. With this many
       | leaving, the remainder have more work to do than before. And
       | assuming the rumors about game dev are mostly true, the company
       | will react by forcing long work hours and other unpleasant new
       | policies, etc. Which will make more want to leave. Rinse, repeat.
        
       | mdoms wrote:
       | The triple-A gaming industry in general seems to be in a bit of a
       | crisis. Quality of releases for the past couple of years has been
       | abysmal, and creative direction seems to be now entirely in the
       | hands of overpaid, unengaged executives who are totally
       | disconnected from the gaming world.
       | 
       | Games are routinely being released in a half-baked state. How
       | could a developer with a real love for the medium be happy
       | working at organisations like this?
       | 
       | Ubisoft is one of the worst offenders (especially in terms of
       | creative direction) so it's no surprise that they are the most
       | affected.
        
         | pepemon wrote:
         | Red Dead Redemption 2 is an absolute gem in all terms and it
         | was released in 2019, not so long ago. Shiny new Halo Infinite
         | is very nice too. There were failures like Cyberpunk 2077, but
         | such cases were always present in the industry. What abysmal
         | quality are you talking about?
        
         | LegitShady wrote:
         | >The triple-A gaming industry in general seems to be in a bit
         | of a crisis
         | 
         | Aren't they making more money than ever before? Why is that a
         | crisis? Imagine you're the most profitable you've ever been
         | even with the quality issues - why is that a crisis at all?
         | 
         | The purpose of the companies is to make money and they are. The
         | games are just the widget they're selling. If people keep
         | buying widgets, whether they're subscription widgets or
         | microtransaction widgets, the business is working.
        
           | jandrese wrote:
           | It's kind of like saying Hollywood is in crisis because mid-
           | budget fresh IP movies are almost extinct because the studios
           | only want to make comic book movies that pull in a billion
           | dollars at the box office.
           | 
           | From a creative output standpoint it is probably true, but
           | the only thing that matters in Hollywood is money and by that
           | measure they are doing fine.
        
           | mdoms wrote:
           | > Why is that a crisis?
           | 
           | For the exact reasons I stated in the rest of my post? I
           | didn't say "AAA companies aren't making money".
        
             | ClumsyPilot wrote:
             | Neither management nor shareholders are in trouble, so
             | people in charge don't care, so its not a crisis and
             | nothing will be done.
        
               | mdoms wrote:
               | That's like saying there's no housing crisis because
               | landlords and property developers are making tons of
               | money.
        
               | ClumsyPilot wrote:
               | Well, i am here understanding that crysis mean immediate
               | action needs to be taken. The housing crysis has been
               | getting worse for 30 years and no action is being taken.
        
       | dschuetz wrote:
       | It is really saying a lot when asked about workers complaining
       | the top management starts shoveling numbers instead of facing the
       | issues. This is how far removed management is from reality; it's
       | all numbers and analytics to them, acting like robots.
        
       | kiawe_fire wrote:
       | The gaming sector has already been struggling with a (relative)
       | lack of AAA content and incomplete releases with quality issues.
       | 
       | I can't help but wonder if we're in for a rough couple of years
       | in the market with all of the additional tumult.
       | 
       | Granted much of the tumult is a direct result of the conditions
       | that caused quality issues in the first place.
       | 
       | I've often argued that AAA games are just too big, and gamer
       | expectations too unreasonable to be sustainable. (Not that I mean
       | to excuse poor management as a leading factor).
       | 
       | Perhaps we'll see an eventual changing of the guard and a reset
       | to a more sustainable market, closer to what we had in the 90s?
        
         | pfraze wrote:
         | I think the shift to "games as a service" or calling a game a
         | "platform" is a reflection of what's happening here. To my
         | knowledge, Halo Infinite, Roblox, CoD, Battlefield, and
         | Fortnight have called their games platforms. Riot is doing
         | something kind of similar with funding indie studious to build
         | on their tech and IP. What they generally mean is that they're
         | moving away from releasing new games/versions every N years and
         | instead continuously updating a single release with new
         | content, modes, and so on.
         | 
         | From a product perspective, this makes a lot sense to me. We're
         | past the era when new releases diverge significantly from their
         | past versions. This approach of continuously updating an
         | existing game has already been happening for a while with
         | Fortnight and CoD, and it's led to a lot of variety with much
         | less friction to getting the new experience.
         | 
         | From an economic perspective, I assume it's a lot cheaper to
         | develop updates than new releases, and a lot of them can
         | monetize with cosmetics.
         | 
         | If we're doing platforms, I'd love to see modding culture make
         | a big comeback this way - more of what Roblox is doing, but
         | with something aimed at adults. The old days of Halflife and
         | Warcraft 3 mods were so huge in my childhood, and I feel like
         | it's a huge missed opportunity by these studios not to tap into
         | this more.
        
         | kibwen wrote:
         | The paradox is that it feels like better hardware is making AAA
         | gaming worse overall. In order to be taken seriously as "AAA" a
         | developer feels like they cannot choose _not_ to use the
         | hardware to its fullest. Modern hardware means that we _can_
         | have huge, open, living worlds, so every AAA game _must_ have a
         | huge, open, living world, enormously inflating development
         | costs both in terms of scale and complexity. Likewise, modern
         | hardware means that we _can_ have beautiful, photorealistic
         | graphics, so every AAA game _must_ have beautiful,
         | photorealistic graphics, massively inflating the budget due to
         | hiring so many artists to make those assets, resulting in games
         | that can 't afford to take risks because of how much investment
         | has been put into them. The temptation to do this has always
         | existed, but now technology (and gamer expectations) has
         | advanced far beyond the ability of game devs to scale.
         | 
         |  _> Perhaps we'll see an eventual changing of the guard and a
         | reset to a more sustainable market, closer to what we had in
         | the 90s?_
         | 
         | How about a different point of view: the 90s originated this
         | problem. The advent of 3D hardware meant that every game _had_
         | to be 3D. The shame is that with the prior generation (SNES et
         | al) we were _just_ mastering the art of 2D games, but suddenly
         | all that gets chucked out the window (or _nearly_ all, see
         | Symphony Of The Night as the exception that proves the rule) in
         | favor of crude, clunky, first-gen 3D adaptations. It wasn 't
         | until the mid-2000s that the advent of modern indie gaming
         | would pick up the thread of 2D games, resulting in some of the
         | best gaming experiences I've had. Maybe ten years from now AAA
         | studios will at last feel free from the obligatory burden of
         | pushing hardware to its limit and will content themselves with
         | putting out games that are less technologically ambitious (and
         | put some fraction of the saved effort towards something else,
         | like storytelling or game mechanics).
        
           | bob1029 wrote:
           | > The paradox is that it feels like better hardware is making
           | AAA gaming worse overall
           | 
           | Perhaps this is like induced demand with road expansion
           | projects. All you are doing is making the pipes/scalars
           | bigger. You aren't fundamentally changing the nature of the
           | equation or otherwise solving for some bigger creative
           | problem.
           | 
           | Constraints are the path to high quality experiences. Fun
           | emerges because we impose artificial limits on our reality
           | (i.e. game logic). A totally unconstrained simulation without
           | any rules would get boring very quickly.
           | 
           | Imposing real world constraints on those developing games
           | should also encourage more creative solutions that will more
           | likely be experienced as novel and fun by the user.
           | 
           | No one ever had a good time simply because a player model
           | could be rendered with 10e8 triangles rather than 10e7 in the
           | prior iteration.
        
           | brendoelfrendo wrote:
           | I sometimes wonder if open worlds have become the norm
           | because, now that they're possible, they're easier. Not in a
           | raw effort sense, but in a creative sense. They solve the
           | question of "what will the player do?" by giving the player a
           | carnival of map checkpoints: shoot some targets here, do a
           | scavenger hunt there; it pads out a story that could
           | otherwise be played in 6-8 hours into a game that can be
           | marketed as a 40-60 hour AAA adventure you can "play your
           | way". They're not easier for the creatives, but they're
           | easier for everyone else.
           | 
           | Of course, the continued existence of games like Dark Souls,
           | and the meteoric success of games like Among Us and
           | Phasmophobia tell me that players don't always want to "play
           | their way." There's plenty of demand for games with a finite
           | amount of well-made content with a satisfying gameplay loop.
        
           | mdoms wrote:
           | I completely disagree with this take. The worst offenders
           | recently have been games where the developers were determined
           | to continue supporting outdated old XBox and Playstation
           | hardware as well as trying to offer a next generation
           | experience to PC and next-gen consoles.
        
             | kibwen wrote:
             | I'm not aware of this happening to any game other than
             | Cyperpunk, can you name others?
        
               | mdoms wrote:
               | Battlefield 2042 is the latest example. All of Ubisoft's
               | games. The new Call of Duty WW2 game. There are lots.
        
               | devnulll wrote:
               | Valhalla is a good example. It's a great experience on
               | the modern platforms with SSD/NVME drives, but really
               | rough to play on the older HDD consoles.
        
         | Reichhardt wrote:
         | The huge 30% commissions charged by Sony, Microsoft, Valve,
         | Nintendo, Apple, Google are a huge negative factor to the
         | potential profits of the industry. On top of that, you have
         | sales taxes from every country in the world, which are creeping
         | upwards globally. For every $1 of customer spending, typically
         | only 50-60c reaches the developer.
         | 
         | In most other Tech sectors, you can go straight to customer,
         | without platform commissions or taxes, and the profitability
         | and salaries reflect that.
         | 
         | All of the profits in Gamedev are taken by platform holders.
        
         | LegitShady wrote:
         | The market is large enough that I don't see why its important
         | in any way. If one company you like has a major failure or even
         | gets bought out by a larger firm, there are a lot of
         | alternatives who can compete for your time and attention. What
         | constitutes a 'rough couple years' for the market?
         | 
         | The guard changed and like hollywood, the accountants and
         | inbred corporate boards are in charge forevermore.
         | 
         | Massive gamer expectations don't exist in a vacuum, they exist
         | because the AAA game space is heavily marketing for the purpose
         | of building hype and expectation. It's on purpose. once in a
         | while there's an anthem or cyberpunk level implosion but why do
         | they care when they're raking in billions in microtransactions?
         | That's just the cost of doing business.
         | 
         | The companies release incomplete low content games because
         | people keep buying them and the profit is massive. There's too
         | much money to be made in microtransactions and repeat fees like
         | season passes. There have been a few large notable failures but
         | their net loss is much smaller than the massive income through
         | microtransactions.
         | 
         | We will never return to a 'sustainable market' because the
         | market is all about companies trying both the existing things
         | and new things to maximize profit and minimize cost, and others
         | copying. The market is thus always in tumult and is never
         | sustainable, with some firms failing and some firms succeeding
         | at different times based on the ebb and flow of whatever the
         | current events are at the time.
        
         | bob1029 wrote:
         | > I've often argued that AAA games are just too big, and gamer
         | expectations too unreasonable to be sustainable.
         | 
         | The most recent AAA game that I have attempted is Battlefield
         | 2042.
         | 
         | I managed to force about 7 hours of that game in, and probably
         | won't be able to convince myself to go back for more. I had
         | maybe ~15 minutes of fun across that interval. You could
         | probably flip a coin to determine if my experience was adverse
         | because of rushed buggy garbage, or if it was a bad gameplay
         | concept to begin with (i.e. ridiculous scope).
         | 
         | I still find myself playing older games like Overwatch, League
         | of Legends and Minecraft with far more frequency than anything
         | else out there. Maybe I've become jaded or burned out on
         | gaming, but something in my head keeps saying that these
         | studios just aren't trying anymore.
         | 
         | What is it about one of these "older" titles that can keep me
         | playing for 5-6 hours per day that we cannot seem to capture
         | and move into newer titles? Maybe this is just me and
         | everything is fine...
        
           | ethbr0 wrote:
           | New AAA games feel like what you get when you digest a
           | previously popular title through "What did you like?" focus
           | groups, generate a list of checkbox features, write a game
           | spec from that list, and then make that game.
           | 
           | And at no point is anyone in the room asking "Is it fun?"
        
             | bob1029 wrote:
             | > And at no point is anyone in the room asking "Is it fun?"
             | 
             | Would it be economically infeasible or otherwise
             | unattractive to investors to propose a new game development
             | business where "Is it fun?" is the only question that
             | matters?
             | 
             | Presumably, you have access to this entire marketplace of
             | exiled ubisoft/blizzard/et.al. employees, so maybe the
             | formal business plan starts with acquiring some of this
             | talent and determining what projects they might want to
             | work on.
        
               | brendoelfrendo wrote:
               | Nintendo is that company, so it seems like the concept
               | can exist and satisfy investors. Satoru Iwata was big on
               | this mindset. I guess he's been gone for 6 years now
               | (good lord, how could it be so long ago?), but I think
               | they still do a good job in this area.
        
               | ethbr0 wrote:
               | Essentially, that's Nintendo's first-party business model
               | (or at least as close as it gets in the industry).
               | 
               | But the "acquiring some of this talent and determining
               | what projects they might want to work on" is the standard
               | bloodletting that happened every few decades in the game
               | industry.
               | 
               | Usually, this resulted in the next Blizzard, Westwood,
               | Dynamix, etc. being founded, growing, and then dissolving
               | into the next wave of smaller companies.
               | 
               | But it's been screwed up the past cycle though, as the
               | investment required to make AAA-level games was only
               | available from large publishers, who set terms that
               | generally resulted in development studio bankruptcy and
               | subsequent buyout-by and incorporation-into the
               | publisher.
               | 
               | Which is how you got your Activision Blizzard, EA, Take-
               | Two, Ubisoft arrangement.
        
           | friedman23 wrote:
           | I'm a massive battlefield fan, I've played every game they've
           | released in the past 15 or so years and battlefield 2042 was
           | so actively not fun I got a refund for it.
           | 
           | Almost every major game developed during the pandemic has
           | been like this. Even Halo, a really good game, had massive
           | swathes of content cut from the game because it was
           | unfinished.
        
           | sosborn wrote:
           | It is partially you, but not in a general "You are different
           | than everyone else" sense. Nostalgia is powerful - the games
           | I played when I was younger will always win out in my head
           | compared to newer games.
        
         | lampe3 wrote:
         | Except Nintendo games I only play indie games.
         | 
         | They are like the games in the 90s or 00s.
         | 
         | So yeah we have this market its just not were these AAA
         | companies play.
         | 
         | Some cool indies: - Shovel Knight - Hades - Deep Rock Galactic
         | - papers please! - unnamed goose game - Probably more which I
         | forgot
        
         | crate_barre wrote:
         | As a gamer, I can say we are a fickle bunch. We're no different
         | that pop-song listeners at this point. We love it when it's a
         | hit, and we'll play it out until we can't stand it anymore and
         | never look back. If you make an indie game or a big budget one,
         | you are vulnerable to this fickle crowd. You are better off
         | hyping the living hell out of a game and cashing in the initial
         | few months than you are to build a modest game with a community
         | that will stick around.
         | 
         | It was never really like this, I'm not sure what happened. I
         | really don't know where it all went wrong.
         | 
         | It's a hits driven industry at this point.
        
           | oneepic wrote:
           | I'm going to go ahead and guess platforms like social
           | media/twitch/etc encourage us to keep looking at the next
           | thing instead of looking at what we have. Meaning the
           | previews look great but they dont translate into lasting
           | experiences.
        
           | michaelt wrote:
           | I'm a non-gamer, but my impression is the opposite.
           | 
           | We programmers expect all our tools _and_ libraries to be not
           | only free, but open source too, _and then_ will bitch if they
           | have bugs.
           | 
           | Gamers, though? AAA games release with loads of bugs, clunky
           | DRM/anti-cheat rootkits, often have cheat problems anyway,
           | hundred-gigabyte downloads, online services going down on
           | christmas day, online voice chat full of race hate? They'll
           | pre-order before a single review has come out, at a cost of
           | $70.
           | 
           | These are some of the least fussy customers in the world.
        
             | oneepic wrote:
             | It really depends on where these players live. A
             | significant number of them read Reddit and Steam reviews,
             | watch YouTube gaming channels, hate
             | Activision/EA/Blizzard/etc big companies and swear against
             | buying their games... but there's tons of buyers outside of
             | the Internet who don't listen to all that. Lots of people
             | just buy games from companies they know. Moreover, lots of
             | these people are parents/grandparents/aunts/uncles who know
             | nothing except the company name, and know the names of
             | stuff their kids are talking about... and they go buy those
             | games for Christmas. The latter buyers are often
             | disconnected from the real players of those games.
        
           | meheleventyone wrote:
           | Games has been a hit driven industry really since it started.
           | Having a longer tail is really a very recent trend. That's
           | why everyone wants an evergreen GaaS setup. Get a steady
           | annual income and you can float about burning money. You
           | might not even need another hit for decades.
        
           | gjhh244 wrote:
           | Yeah, I don't really get why some people buy all this hype
           | and even preorder stuff. Maybe I'm getting old, but I just
           | don't care anymore for most of the new stuff, no matter how
           | fancy the looks. I downgraded my PC and only play indie /
           | decade old AAA nowadays, with only few exceptions which are
           | mostly niche strategy games.
        
       | hylaride wrote:
       | The video game industry as a whole has been a notoriously bad
       | place to work for techs for a long time. It is extremely deadline
       | driven, technical decisions are often made by product managers
       | (or worse, other business people), and on top of that the pay is
       | often mediocre compared to other industries.
       | 
       | In the past, they've gotten away with it by enticing young people
       | in (often because they loved video games growing up and want to
       | make them) and burning them out. That seems to be a strategy that
       | no longer works now that recruiters for all sorts of
       | companies/industries have become so aggressive that you'll very
       | quickly learn you're being taken advantage of if your linkedin
       | profile is even moderately up to date and checked.
       | 
       | These labour shortages (in all sorts of industries) are really
       | going to be fascinating to watch. It's been 40 years since
       | workers have had this kind of power/positioning and it'll be
       | interesting to see if and how companies will adapt and change.
        
         | jatone wrote:
         | agreed, I'm excited to see what happens. its taken those 40
         | years for globalization and women in the work force to be
         | integrated and absorbed. we're just now seeing the labor
         | markets plateau.
        
           | hylaride wrote:
           | I think on top of all that, the two largest demographic
           | groups, millennials and boomers, are no longer working
           | together as the latter start to retire en mass (that's
           | already been accelerated as many took early retirement during
           | the pandemic). It will indeed be exciting to see what happens
           | now...
        
         | croutonwagon wrote:
         | I was reading an AMA with Todd Howard of Bethesda a while back
         | and noticed he said they were hiring. So I took a look
         | specifically in my specialty (ops/cloud ops etc). I hesitate to
         | use the buzzword dev ops because all of our code is focused on
         | automating operations, enhancing reliability and balancing with
         | cost so my core devs can do their work better, faster etc.
         | 
         | Anyway. In Bethesda land it was called NOC admin or something
         | with a very clear deadline of you becoming a developer only
         | within three years or getting out.
         | 
         | It made total sense why fallout 76 has so many issues with
         | their net code. They don't actually want people with any
         | experience in managing these things, they want guys to just hit
         | reboot it seems and use it as a jumping block.
         | 
         | At my company it's telling how little networking and systems
         | stuff our coders and sql folks know and when left to their own,
         | things run pretty bad. My company has learned from this and we
         | have pretty good reliability as a result and have a unique
         | ability to scale and automate, especially products that were
         | done by different core teams since my team often comes in and
         | makes it all integrate well.
         | 
         | Anyway, all that said it was pretty eye opening and while I
         | still like video games here and there, and even Bethesda ones,
         | I have no desire to go work in that industry. I'll stick to my
         | sector.
        
         | HideousKojima wrote:
         | >That seems to be a strategy that now longer works now that
         | recruiters for all sorts of companies/industries have become so
         | aggressive
         | 
         | Companies are also becoming more and more willing to post
         | salary ranges along with job postings these days as well, which
         | makes jumping ship from game dev even easier. "I could make
         | 30-50% more and only work 40 hours a week instead of 60-80, at
         | the low cost of giving up games to write boring tax software
         | instead? Sign me up"
        
           | kranke155 wrote:
           | You also will be working on boring tax software from 9 to 5.
           | That gives you hours every week to build your own toy games,
           | potentially even with friends making something cool.
        
       | munk-a wrote:
       | > One programmer told Axios they were able to triple their take-
       | home pay by leaving.
       | 
       | Tripling is pretty impressive - but as a developer who used to
       | work in the game industry you'll definitely see a significant
       | bump leaving - I personally saw a 50% bump and I'm still not in a
       | particularly high earning tech sector.
        
         | Bayart wrote:
         | I was about to say, some of it is due to the high demand for
         | devs, but a lot of it is just down to the video games industry
         | being incredibly exploitative.
        
       | cecida wrote:
       | It certainly showed in the hot buggy mess that was AC Valhalla.
        
       | fileoffset wrote:
       | Ubisoft are no better than Activision or EA. Absolute scum. They
       | ruin every game they touch with their greed.
        
       | [deleted]
        
       | jscipione wrote:
       | This explains why the year late Prince of Persia Sands of Time
       | remake is probably not going to come out any time soon. :/
        
         | cheeseomlit wrote:
         | I wonder if the Splinter Cell remake will fare any better...
        
           | willis936 wrote:
           | SC has a lot of goodwill from good memories and not having
           | the blood wrung from it yet, so my bet is that it will sell
           | well regardless of the quality.
           | 
           | Also, we now have HDR OLEDs so when a guard shines a
           | flashlight at the player we can experience this:
           | 
           | https://youtu.be/Zp2EjsIYIhQ
        
       | mabbo wrote:
       | It's a great market for senior developers in Canada right now.
       | 
       | A lot of companies are moving to full remote for a large portion
       | of their developers. Especially important is that this includes
       | some Bay Area big names. These companies are willing to pay well
       | for talent and don't care where you live.
       | 
       | Toronto, Vancouver, and Montreal have historically paid senior
       | developers poorly compared to what the Bay offered. But we devs
       | chose to be here instead because we like Canada, want to raise
       | our families here. Sometimes because of US Visa issues, but not
       | as common as you'd think.
       | 
       | But now we are being offered the best of both worlds. Better pay
       | than anyone previously offered; you can stay in Canada; you can
       | even work from home every day and avoid commuting.
       | 
       | And it's not like every developer leaving Ubisoft is going to
       | Instacart (though I'll bet a few are). The market on senior
       | developer labor is just suddenly more competitive. Every dev with
       | more than 5 years experience is reevaluating their current total
       | comp and listening to recruiters offering more.
       | 
       | But don't worry, says Ubisoft, we replaced those very senior ICs
       | with a bunch of new people. As long as developers-in is greater
       | than developers-out, I'm sure it will all be fine.
        
         | Thaxll wrote:
         | Working for US compagny with not HQ in Canada can be a lot of
         | problems. You have to pay for everything, insurance etc ...
         | it's a lot of complications.
        
           | kache_ wrote:
           | Considering the fact that I made half a million dollars this
           | year, I'm sure it was worth not having dental insurance
        
             | [deleted]
        
       | jabl wrote:
       | I haven't played anything by Ubisoft in a really really long time
       | (nothing against Ubisoft per se), but I have to say based on
       | reviews/walkthroughs [1] of Far Cry 6 on youtube that it must be
       | a masterpiece. Not because it's any good, but because it
       | unintentionally is so hilariously shitty.
       | 
       | [1] see e.g. the ongoing walkthrough by Mighty Jingles
        
         | exar0815 wrote:
         | Never, in about a million years, I would have expected The
         | Mighty Jingles referenced on Hacker News. My internet career
         | now absolutely went full circle.
        
           | jabl wrote:
           | Happy to oblige. ;)
        
         | FooHentai wrote:
         | Ubisoft have been on my personal veto list for years for a host
         | of reasons. Dreadful launcher, bland padded-out content, lack
         | of after-launch updates, key activation problems. The juice was
         | consistently not worth the squeeze, so I just don't touch
         | anything they're putting out nowadays.
        
       | Shorel wrote:
       | Reading all comments criticizing some modern AAA games: If you
       | are into simracing, we are entering a new golden age.
       | 
       | Particularly with Automobilista 2, the latest update is amazing,
       | and the developers, called Reiza, are more of an indie studio
       | instead of a big player. But the end result is nothing short of
       | AAA quality.
       | 
       | Other titles we enjoy are Automobilista 1, rFactor2, iRacing, and
       | Asetto Corsa Competizione.
        
         | aspaceman wrote:
         | IMHO, the results possible with modern open source tools are
         | really amazing. I think a lot of the "cost" of AAA are
         | inefficiencies in the pipeline, and issues of scope.
         | 
         | A racing title seems especially easy to limit scope in. Compare
         | your titles with the F1 games. There's no fancy campaign with
         | voice acting and 3D modeled faces. But it plays really nice and
         | the used assets are pristine. Indie no longer has to imply "2D
         | pixel art".
         | 
         | Speaking from experience, it's not that hard to teach some
         | artist friends how to use blender. Then it's just a matter of
         | compensating them fairly and you're off to the races. Plus it's
         | fun. If you haven't tried 3D art, it's surprisingly intuitive.
         | Like a sculpting with magic hands and clay that isn't annoying.
        
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