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Why
Being A Computer Game Developer Sucks
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Job stability is another thing that is lacking in the computer games field. It seems to be a common practice in small development companies to lay off the entire development team upon completion of a project. Usually this is because a small development company can only afford to pay salaries while a project is actually being funded by an outside source. It takes a long time to negotiate such a contract, and often the previous product finishes before the negotiations are complete. As a result, the development company has no choice but to unburden itself of workers who aren't producing any revenue. As a result of this high turnover rate, development companies are unable to maintain a solid body of institutional knowledge. Worse, it inclucates a sense of futility in the engineering staff. As one worker put it: "If you ship, you'll be fired." Don't get me wrong. I still like games. But the games industry isn't games. I'm not advocating that the sources of funding should simply dry up. But I wish that investors and project planners would be more careful. Firstly, because I'm ethically offended by the idea of wasting other people's money. And secondly, because I'm sick of spending a year of my life working on a beautiful project, only to watch it go down in flames (And yes, I admit that there were times when the fault was my own...but not most of the time.) I think that we'd all be happier if fewer games were actually produced. In my opinion, the primary result of this would be a higher percentage of good games on the market. Of course, there wouldn't be quite as many jobs, but I can tell you that there are a lot of fun, exciting jobs out there that have nothing to do with the games industry. For example, I recently I took a job at an e-commerce company. Now, I have absolutely no interest in e-commerce per se. But I found to my surprise that there are a lot of things about this job that are really fun:
Of course, I still have a lot of game ideas I want to do... I'm not going to follow the example of Chris Crawford, and say "Farewell forever, games industry!" This isn't the first time I've taken a break away from games to do other work (for example, in 1987 I wrote a professional music sequencer, Music-X.) But these days I'm far less interested in broadcasting my own ideas and stories (the "Death From Above" content distribution model), than I am in empowering the end-users to be able to realize their own ideas and fantasies. If I chose to do another game, it would have to be on very specific terms: An R&D project up front to eliminate the major risks, solid commitment to sound engineering principles, a rational schedule (or better yet, no schedule at all), and a project premise that involved a high level of social consciousness. "Community is King" is my motto now.
Alternatively, I think I'd enjoy just develop games as a hobby, completely open-sourced, and make money some other way. I've found that being an amateur game creator is more emotionally rewarding than being a After all, I'm in this for the fun, and for the chance to express myself creatively. If I wasn't, I'd be selling insurance or something. AGREE? DISAGREE? VOTE ON IT! CHECK OUT THE DIGITAL GAME DEVELOPER SURVEY ON OUR HOME PAGE!
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