PHOTO: ROBERT DALY/GETTY IMAGES
|
Computer-game developers of the world, unite!
A surprising legal victory against too much work for too
little pay has come out of the US $10.5 billion gaming
industry.
Software publishing is booming, so why are the people
in it so unhappy with their game-writing jobs? Gaming
software development is notorious for the long hours put
in by the folks who grind out the code. And their
employers have come to expect a level of commitment that
includes long days and nights of voluntary service from
their mostly young employees. So much so that some firms
take this unpaid overtime for granted—even building it
into their planning and forecasting. But now the issue
has escalated for all concerned, including the world’s
biggest game developer, Electronic Arts Inc., of Redwood
City, Calif.
In April, EA reached a nearly $15 million settlement
with its own software engineers over the issue of
uncompensated overtime. Some of the plaintiffs in the
case will now be reclassified as hourly workers in order
to qualify for overtime, but they will give up perks
such as stock options and bonuses.
The matter was pushed to the tipping point, not by EA
employees, but by, of all people, a fiancé home alone.
Now the wife of an EA software engineer, she started the
employee uprising by blogging about it.
In her original post, EA Spouse—identified by San
Jose’s Mercury News as Erin Hoffman, of Troy, N.Y.—wrote
in November 2004: “EA’s bright and shiny new corporate
trademark is ‘Challenge Everything.’ Where this applies
is not exactly clear. Churning out one licensed football
game after another doesn’t sound like challenging much
of anything to me; it sounds like a money farm. To any
EA executive that happens to read this, I have a good
challenge for you: how about safe and sane labor
practices for the people on whose backs you walk for
your millions?”
To say she was upset at the treatment of her fiancé
would be an understatement. More important, Hoffman had
pointed to a human resources problem at EA that was not
only wearing down its game developers but also
introducing mistakes into its products. “The stress is
taking its toll,” she observed. “The team is rapidly
beginning to introduce as many flaws as they are
removing.”
Hoffman’s blog inflamed an already raw nerve in the
game development community. Her first EA posting had
approximately 1500 comments from sympathizers. As she
lamented, the perceived attitude of managers to their
staffs in companies such as EA was: “If they don’t like
it, they can work someplace else.”
Of course, the company is not alone in this regard.
According to the Mercury News account, over the last two
years, software engineers have filed at least six
lawsuits for unpaid overtime against EA, Sony Computer
Entertainment America, and Vivendi Universal Games.
The bigger question for engineers and technologists
everywhere is whether the practice of counting on the
generous enthusiasm and adrenaline of dedicated
professionals to meet or beat draconian goals and
deadlines for little or no additional compensation
should be put to an end. One can certainly think of many
occupations—chip designing and medicine and magazine
editing come to mind—in which the practitioners toil
long hours in the service of their professions without
punching a time clock. But has the work of software
engineering—or in this case a particular subset of
software engineering, computer-game development—become
so commoditized that it is indeed best characterized as
hourly wage work? Drop us a note and let us know what
you think: spectrum@ieee.org.