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executive director, International Gaming Developers Association

executive director, International Gaming Developers Association

By:  Rosie Lombardi  On: 10 Apr 2006 For: IT World Canada Creator

Games may be great fun to play, but developing them is no fun. There is a dark side to the gaming industry. Developers labour in the dungeons of major gaming corporations like the subterranean Morlocks in the sci-fi classic The Time Machine, working absurd overtime and enduring bad conditions to produce games for the Eloi-customers frolicking outside.

Games may be great fun to play, but developing them is no fun.

There is a dark side to the gaming industry. Developers labour in the dungeons of major gaming corporations like the subterranean Morlocks in the sci-fi classic The Time Machine, working absurd overtime and enduring bad conditions to produce games for the Eloi-customers frolicking outside. On the whole, everything's pretty broken, industry-wide.Jason Della Rocca>Text

"On the whole, everything's pretty broken, industry-wide," says Jason Della Rocca, an ex-Montréaler who serves as the executive director of the San Francisco-based International Gaming Developers Association (IGDA), a professional association that is lobbying for improvements in working conditions. The IGDA is working to develop a set of gaming software development best practices based on mainstream IT methodologies to introduce order to chaos.

The IGDA released a white paper over a year ago documenting the problems in the industry. "We heard the day the report came out, industry productivity went down dramatically," says Della Rocca. "Everyone was stopping to download and read the report. It was something like the Communist Manifesto for gamers."

The industry has grown organically over the past 15 years, says Della Rocca. Lack of project management expertise is a central issue, as this has a direct impact on working conditions. "Usually, it's the programmer who's hung around the longest who falls into a lead role."

He says this situation was somewhat acceptable in the early Wild West days when games were developed by small teams of people tapping one another on the shoulder. But today, projects may have budgets of over $20 million and a headcount of over 200 people, in addition to external contractors and specialists.

"The guy who's hung around the longest shouldn't be entrusted with that level of responsibility," he says. "If you have someone with zero people management, scheduling and product life cycle development skills in charge, you're in perma-crunch mode all the time. There's no way to deal with the volume of work. People throw up their hands, bring in their sleeping bags and work double shifts."

Other loosey-goosey industry practices feed into the problem.

Gaming is a volatile and fiercely competitive field, and publishers who fund projects often demand changes mid-stream in response to market shifts. But simple things like change requests are virtually non-existent in the industry, says Della Rocca. Contracts typically have vague wording that allow publishers to make changes at will. "We're trying to formalize contracts with a defined change request process. So if the publishers want changes, they need to document them and allow an assessment of their impact on the project, and take responsibility for adjusting the schedule or making payment."

Many players within the industry are resisting the call for order. Senior executives at many major gaming corporations built their empires over the years on the old organic ways. "Now we have to go to the old school guys and say, listen, we need proper methodologies, processes and training. To some extent, they're closed to that – they can't fathom the ways they used to succeed aren't working anymore," says Della Rocca. There are also complaints that the imposition of order may stifle creative juices. "People say, we're not building a database here, we're trying to build something that's fun. How do you schedule fun?"


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Rosie Lombardi Rosie Lombardi is a contributor to the International Data Group (IDG) News Service, which publishes global technology stories from bureaus around the world to more than 300 publications in more than 60 countries.
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