In the video game industry a lot of publishers seem to claim this sort of credit by default but let's not rush into saying that it is always undeserved. While it does seem necessary for the actual developers to get more credit than they are at this point, I would have no problem with EA taking credit for some of the games they publish if they were to offer Will Wright up as a supervisor, both to help increase the quality of the games and at the same time teach the developers how to make better games.
- Goofonian
In Response to "Working in Games" from The Escapist Forum: Good article, kudos to Dana.
One thing that wasn't approached in this article is the rapidly expanding game industries in the Far East. In some countries game developers are paid a fraction of what they get in the West and typically work well over 60 hours a week. The same and worse apply to outsourcing companies where many western game developers elect to give their work out to. I'm not just talking about the "sweatshop" factor coming to play here. Work ethic in Japan for example is much different than in the West. It's not uncommon for game developers to work over 90 hours a week, not get paid overtime, and love it.
Competition from the Far East is increasingly becoming a factor for market share, even in western markets. These trends could steadily drive salaries down and demands on human resources higher.
- Tasos
In Response to 'Why We Haven't Lapsed" from The Escapist Forum: Wonderful essay. I'm a big fan of what you've done, Erin. In many ways, we are saying the same things, though the particular piece of mine you linked to was a bit on the dark side.
- Focus on people-centric development methodologies. Game development really doesn't need to model itself on the practices of Mr. Disney circa 1941.
- Take advantage of growth markets such as casual games, the DS, and online games.
- Value experience.
I also believe that it is okay to leave the game industry and see how things are done outside our mildly inbred community. Perspective and an omnivorous liberal arts appetite for different ideas can still have a positive impact on game development. As any great game designer will tell you, making a good game isn't just about referencing other games. We all need to pull our heads out of the sand occasionally and sample outside influences.
Many of these gloom and doom comments ultimately stem from a passionate belief in the immense potential that games offer as a creative and social medium. It is customer service 101: the ones who complain the loudest love you the most. It is good to have some prickly characters that rile things up occasionally, because they still believe that our industry has the ability to better itself. That warms my heart immensely.
- Danc
