[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)
 
web link (www.axios.com)
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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