Archive for June, 2007

Overtime: Why We Don’t Fight Back

Posted by Raoul on June 29th, 2007

While understanding managements practices in terms of overtime is essential, the general passivity of affected personnel in response is also worthy of examination. Game developers have yet to start pushing back in any significant way. A few exceptions are worth noting, such as high profile cases, the work of the IGDA, and a few companies […]

Overtime: The Employer Perspective

Posted by Raoul on June 28th, 2007

The amount of overtime a company demands of its employees mirrors the quality of its management, the least effective “needing” the most overtime. Ideally, management will bring a game in on time, on-target feature wise, with no amount of overtime. Although most industry veterans know that this ideal is rarely achieved, we argue that in […]

Overtime

Posted by Raoul on June 27th, 2007

As previously discussed in the Game Developer Manifesto, the systematic, generalized recourse, on the part of industry employers, to sustained unpaid overtime remains one of the most reprehensible practice affecting game developers. By sustained we mean more than a few days or a week at most. While some relative progress has been made since […]

Government steps on Manhunt 2 in UK

Posted by Raoul on June 22nd, 2007

Two major attacks on the game industry took place this week: BBFC (British Board of Film Classification) banned Manhunt 2 altogether in the UK, while in the US, the ESRB slapped an Adult Only rating on it, effectively banning it in North America, as most retailers will not stock it as a result (and […]

Nintendo Growing the Market Massively

Posted by Raoul on June 20th, 2007

The success of Nintendo’s Wii and DS platforms have caught many industry observers and analyst by surprise. Some persist to view the Wii’s success as shortlived, a passing fad, but sales figures continue to grow unabated, even as the console remains very difficult to obtain in Japan and North America.
In Japan, Nintendo simply owns […]