Last week I gave some advice to the leaders of the videogame industry. This week I’m going to wrap things up.
3. Stop with the Perma-Crunch

I already dedicated two entire columns to this topic last year, explaining why crunch is a bad idea and why crunch should be saved for emergency situations. The short version:
It’s been well known for years that productivity drops off sharply as hours increase. Above a certain threshold, increasing hours worked can actually DECREASE the amount of work accomplished! And that’s just regular boring office work. The effect is even more pronounced in creative fields. (Protip: Game development is a creative field.) You are making your employees miserable, un-creative, and disloyal, while generating negative press, and at the same time also fueling a high turnover rate within the industry that’s driving people out just as they’re getting good at their jobs. And after all that damage, you’re probably making games SLOWER than if you just ran a proper business. You are screwing everyone else in order to screw yourself harder.
Yes, there’s an extreme glut of would-be game developers out there. The game colleges are pumping out wave after wave of sad-sack graduates who are dragging heaps of student loan debt into the workforce. They’re enough to replenish the exodus of experienced workers. I’m only saying this because you’ve evidently figured it out already. (Otherwise, why would you be treating your workforce this way?) But the point still stands: Just because you can get away with treating people this way doesn’t mean there’s any benefit in doing so.
Do you know if it really makes business sense to rely on a work force of disgruntled, burned-out, and inexperienced creatives? Have you ever tried doing things the other way?
Continue reading 〉〉 “This Dumb Industry: Free Advice Part 2”
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