EA - Why they are bad

kamy100

Associate Captain
Joined
Oct 27, 2003
Location
UK
Online Cricket Games Owned
  1. Don Bradman Cricket 14 - Xbox 360
I now realise why EA games are always so bugged, I feel sorry for this guy and gives me more reason to hate the "lepper" of the games industry:

My significant other works for Electronic Arts, and I'm what you might call a disgruntled spouse.

EA's bright and shiny new corporate trademark is "Challenge Everything." Where this applies is not exactly clear. Churning out one licensed football game after another doesn't sound like challenging much of anything to me; it sounds like a money farm. To any EA executive that happens to read this, I have a good challenge for you: how about safe and sane labor practices for the people on whose backs you walk for your millions?

I am retaining some anonymity here because I have no illusions about what the consequences would be for my family if I was explicit. However, I also feel no impetus to shy away from sharing our story, because I know that it is too common to stick out among those of the thousands of engineers, artists, and designers that EA employs.

Our adventures with Electronic Arts began less than a year ago. The small game studio that my partner worked for collapsed as a result of foul play on the part of a big publisher -- another common story. Electronic Arts offered a job, the salary was right and the benefits were good, so my SO took it. I remember that they asked him in one of the interviews: "how do you feel about working long hours?" It's just a part of the game industry -- few studios can avoid a crunch as deadlines loom, so we thought nothing of it. When asked for specifics about what "working long hours" meant, the interviewers coughed and glossed on to the next question; now we know why.

Within weeks production had accelerated into a 'mild' crunch: eight hours six days a week. Not bad. Months remained until any real crunch would start, and the team was told that this "pre-crunch" was to prevent a big crunch toward the end; at this point any other need for a crunch seemed unlikely, as the project was dead on schedule. I don't know how many of the developers bought EA's explanation for the extended hours; we were new and naive so we did. The producers even set a deadline; they gave a specific date for the end of the crunch, which was still months away from the title's shipping date, so it seemed safe. That date came and went. And went, and went. When the next news came it was not about a reprieve; it was another acceleration: twelve hours six days a week, 9am to 10pm.

Weeks passed. Again the producers had given a termination date on this crunch that again they failed. Throughout this period the project remained on schedule. The long hours started to take its toll on the team; people grew irritable and some started to get ill. People dropped out in droves for a couple of days at a time, but then the team seemed to reach equilibrium again and they plowed ahead. The managers stopped even talking about a day when the hours would go back to normal.

Now, it seems, is the "real" crunch, the one that the producers of this title so wisely prepared their team for by running them into the ground ahead of time. The current mandatory hours are 9am to 10pm -- seven days a week -- with the occasional Saturday evening off for good behavior (at 6:30pm). This averages out to an eighty-five hour work week. Complaints that these once more extended hours combined with the team's existing fatigue would result in a greater number of mistakes made and an even greater amount of wasted energy were ignored.

The stress is taking its toll. After a certain number of hours spent working the eyes start to lose focus; after a certain number of weeks with only one day off fatigue starts to accrue and accumulate exponentially. There is a reason why there are two days in a weekend -- bad things happen to one's physical, emotional, and mental health if these days are cut short. The team is rapidly beginning to introduce as many flaws as they are removing.

And the kicker: for the honor of this treatment EA salaried employees receive a) no overtime; b) no compensation time! ('comp' time is the equalization of time off for overtime -- any hours spent during a crunch accrue into days off after the product has shipped); c) no additional sick or vacation leave. The time just goes away. Additionally, EA recently announced that, although in the past they have offered essentially a type of comp time in the form of a few weeks off at the end of a project, they no longer wish to do this, and employees shouldn't expect it. Further, since the production of various games is scattered, there was a concern on the part of the employees that developers would leave one crunch only to join another. EA's response was that they would attempt to minimize this, but would make no guarantees. This is unthinkable; they are pushing the team to individual physical health limits, and literally giving them nothing for it. Comp time is a staple in this industry, but EA as a corporation wishes to "minimize" this reprieve. One would think that the proper way to minimize comp time is to avoid crunch, but this brutal crunch has been on for months, and nary a whisper about any compensation leave, nor indeed of any end of this treatment.

This crunch also differs from crunch time in a smaller studio in that it was not an emergency effort to save a project from failure. Every step of the way, the project remained on schedule. Crunching neither accelerated this nor slowed it down; its effect on the actual product was not measurable. The extended hours were deliberate and planned; the management knew what they were doing as they did it. The love of my life comes home late at night complaining of a headache that will not go away and a chronically upset stomach, and my happy supportive smile is running out.

No one works in the game industry unless they love what they do. No one on that team is interested in producing an inferior product. My heart bleeds for this team precisely BECAUSE they are brilliant, talented individuals out to create something great. They are and were more than willing to work hard for the success of the title. But that good will has only been met with abuse. Amazingly, Electronic Arts was listed #91 on Fortune magazine's "100 Best Companies to Work For" in 2003.

EA's attitude toward this -- which is actually a part of company policy, it now appears -- has been (in an anonymous quotation that I've heard repeated by multiple managers), "If they don't like it, they can work someplace else." Put up or shut up and leave: this is the core of EA's Human Resources policy. The concept of ethics or compassion or even intelligence with regard to getting the most out of one's workforce never enters the equation: if they don't want to sacrifice their lives and their health and their talent so that a multibillion dollar corporation can continue its Godzilla-stomp through the game industry, they can work someplace else.

But can they?

The EA Mambo, paired with other giants such as Vivendi, Sony, and Microsoft, is rapidly either crushing or absorbing the vast majority of the business in game development. A few standalone studios that made their fortunes in previous eras -- Blizzard, Bioware, and Id come to mind -- manage to still survive, but 2004 saw the collapse of dozens of small game studios, no longer able to acquire contracts in the face of rapid and massive consolidation of game publishing companies. This is an epidemic hardly unfamiliar to anyone working in the industry. Though, of course, it is always the option of talent to go outside the industry, perhaps venturing into the booming commercial software development arena. (Read my tired attempt at sarcasm.)

To put some of this in perspective, I myself consider some figures. If EA truly believes that it needs to push its employees this hard -- I actually believe that they don't, and that it is a skewed operations perspective alone that results in the severity of their crunching, coupled with a certain expected amount of the inefficiency involved in running an enterprise as large as theirs -- the solution therefore should be to hire more engineers, or artists, or designers, as the case may be. Never should it be an option to punish one's workforce with ninety hour weeks; in any other industry the company in question would find itself sued out of business so fast its stock wouldn't even have time to tank. In its first weekend, Madden 2005 grossed $65 million. EA's annual revenue is approximately $2.5 billion. This company is not strapped for cash; their labor practices are inexcusable.

The interesting thing about this is an assumption that most of the employees seem to be operating under. Whenever the subject of hours come up, inevitably, it seems, someone mentions 'exemption'. They refer to a California law that supposedly exempts businesses from having to pay overtime to certain 'specialty' employees, including software programmers. This is Senate Bill 88. However, Senate Bill 88 specifically does not apply to the entertainment industry -- television, motion picture, and theater industries are specifically mentioned. Further, even in software, there is a pay minimum on the exemption: those exempt must be paid at least $90,000 annually. I can assure you that the majority of EA employees are in fact not in this pay bracket; ergo, these practices are not only unethical, they are illegal.

I look at our situation and I ask 'us': why do you stay? And the answer is that in all likelihood we won't; and in all likelihood if we had known that this would be the result of working for EA, we would have stayed far away in the first place. But all along the way there were deceptions, there were promises, there were assurances -- there was a big fancy office building with an expensive fish tank -- all of which in the end look like an elaborate scheme to keep a crop of employees on the project just long enough to get it shipped. And then if they need to, they hire in a new batch, fresh and ready to hear more promises that will not be kept; EA's turnover rate in engineering is approximately 50%. This is how EA works. So now we know, now we can move on, right? That seems to be what happens to everyone else. But it's not enough. Because in the end, regardless of what happens with our particular situation, this kind of "business" isn't right, and people need to know about it, which is why I write this today.

If I could get EA CEO Larry Probst on the phone, there are a few things I would ask him. "What's your salary?" would be merely a point of curiosity. The main thing I want to know is, Larry: you do realize what you're doing to your people, right? And you do realize that they ARE people, with physical limits, emotional lives, and families, right? Voices and talents and senses of humor and all that? That when you keep our husbands and wives and children in the office for ninety hours a week, sending them home exhausted and numb and frustrated with their lives, it's not just them you're hurting, but everyone around them, everyone who loves them? When you make your profit calculations and your cost analyses, you know that a great measure of that cost is being paid in raw human dignity, right?

Right?
 
This is not goin to help budding game developers who wish to work for EA
 
EA is what it is. As the saying goes, "You buy your ticket and take your chances". If you buy one of their games and don't like it then don't buy another one of their games. Simple.

As I keep pointing out to people, EA Games and EA Sports are entirely different entities located in different parts of the world and run by different people. Furthermore, if you have a gripe about a game, BLAME THE RIGHT PEOPLE. Blame the developer first and not the publisher. Are you going to tell me that the success of Harry Potter is due to the publisher?!! It is only in so far as the publisher markets the damn books with massive money. J.K. Rowling will have to answer to the devil for her crimes!:) So vent your fury about HB Studios if you must. At least you'll sound more like you know what you're talking about.

EA Games, "Challenge Everything"
EA Sports, "It's in the game"

Really, it's not rocket science.
 
Burma's Finest said:
EA Games, "Challenge Everything"
EA Sports, "It's in the game"

Really, it's not rocket science.

Really I think you should learn to read posts before you go of on one. If you read the first line of my post I CLEARLY STATE EA GAMES and not EA SPORTS. I only posted in here for reference.

And whilst I agree with you that developers have a lot to answer for, the ultimate responsibility is that of the publisher, they are the ones who are publishing the game and therefore they are the ones who the buck stops with, if they know that a game is bugged it is the Publishers duty to inform developers that modifcations need to be made to the product before they will consider publishing it.
 
kamy100 said:
Really I think you should learn to read posts before you go of on one. If you read the first line of my post I CLEARLY STATE EA GAMES and not EA SPORTS. I only posted in here for reference.
That's rather random don't you think? Cricket 2005 being an EA Sports game and all?!
kamy100 said:
And whilst I agree with you that developers have a lot to answer for, the ultimate responsibility is that of the publisher, they are the ones who are publishing the game and therefore they are the ones who the buck stops with, if they know that a game is bugged it is the Publishers duty to inform developers that modifcations need to be made to the product before they will consider publishing it.
Not in the real world! The developer approaches the publisher and says, "Here's the kind of game I want to make, give me some money". The publisher will either tell them to get out of their office or will say, "Certainly. Here's $10 Million. You will deliver the game to us for publishing in 12 months exactly". EA has made its money by not letting developers take any time longer than agreed, even if the games could be better. I don't necessarily like it but it's good business as their market share would suggest.
 
Burma's Finest said:
Not in the real world! The developer approaches the publisher and says, "Here's the kind of game I want to make, give me some money". The publisher will either tell them to get out of their office or will say, "Certainly. Here's $10 Million. You will deliver the game to us for publishing in 12 months exactly". EA has made its money by not letting developers take any time longer than agreed, even if the games could be better. I don't necessarily like it but it's good business as their market share would suggest.

I do not wish to get into a argument with you but you are misguided if you think that this is the case (trust me I know a lot more about this then you actually think). Indeed developers will approach publishers with an idea and ask for funding, the publisher will agree and then leave the developer to make the game. Then at a said point the developer will hand over the game to the publisher who will test the game and make suggestions and ask for reinfienments. It is also then the publishers responsibility to try and ensure that the game is not bug ridden, now the best way to do this is to hire developers who have established reputation for producing quality products rather than on the cheap, but if you do go down the cheap route then publishers should be prepared to put the product through a rigerous QA process. So in the end it the publisher who the buck stops with, indeed yes the developer should try to ensure the product is of the highest quality, but it is the publishers resposibility.
 
kamy100 said:
I do not wish to get into a argument with you but you are misguided if you think that this is the case (trust me I know a lot more about this then you actually think). Indeed developers will approach publishers with an idea and ask for funding, the publisher will agree and then leave the developer to make the game. Then at a said point the developer will hand over the game to the publisher who will test the game and make suggestions and ask for reinfienments. It is also then the publishers responsibility to try and ensure that the game is not bug ridden, now the best way to do this is to hire developers who have established reputation for producing quality products rather than on the cheap, but if you do go down the cheap route then publishers should be prepared to put the product through a rigerous QA process. So in the end it the publisher who the buck stops with, indeed yes the developer should try to ensure the product is of the highest quality, but it is the publishers resposibility.

I must be honest; I see no way of discussing this without returning to the principles of free market economics. One of the longest-running complaints is that working practices in the Games Industry are appalling. Point your finger at EA or whoever you like but it's an industry-wide phenomenon. Why is this cycle of endless misery allowed to perpetuate itself? Because of the lack of willingness by the employees to do anything about it. Practically every other labour force in the US has a union of some kind who hold their respective industries to account in terms of working practices. Why is there no similar union for the games industry in the US? (I am using the US as an example given that EA and other major publishers are based there).

Additionally, the industry is even more stagnant than the movie industry, turning out generic schlock 99% of the time. This is precisely because of the fact that the budgets for game prodcution are so high and therefore so much is at stake. 'Give the people what they want" is transformed through "tell the people what they want" into "this is what the people can have and if they don't like it then they can sod off!" And all so we can have our games for ?30.

If you want your Nike shoe or your EA Game and you want them for a price that is deemed acceptable by you, the consumer, then don't come crying when you find out that huge factories filled with Philippino children have been slaving away to produce it in sweat-shop conditions for 2 pence per hour. It's just hypocrisy. It would be lovely if everyone could work seven-hour days in comfy air-conditioned offices being told not to worry about deadlines or budgets, having peeled grapes handed to them by scantily clad nymphs, but then you'd probably have to pay five times as much for whatever ultimately gets produced. Do you want that? I like Cricket 2005. I paid ?29.99 for it. Would I have bought it if it cost ?150? Hmm.... Would I pay ?45 for it? The answer is still 'No'. I don't think any game is worth more than ?30. As a result the best games one buys are all the more impressive while the disappointing ones are just representative of the average.
 

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