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Behind the Guildhall - The Story of the Students
Posted by
Zonk
on Wed Nov 24, 2004 10:31 AM
from the game-design-for-fun-and-profit dept.
from the game-design-for-fun-and-profit dept.
Sam Machkovech writes "Multiple stories about SMU's Guildhall game design school have already shown up on Slashdot, but none like this. My friend and coworker Paul dug into the motivations and stories behind people who dropped their lives to learn the art of game design in an upstart school, and what the story may lack in technical information, it more than makes up for in the students' accounts. Included is a particularly touching story about a student who survived the 2002 Sari Club terrorist attack in Bali. It also touches upon the excessive overtime and dedication that the job requires, which means graduates should be plenty prepared for their future careers."
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Wait a minute (Score:5, Insightful)
We should be trying to remedy this work situation, not prepare people for it.
Re:Wait a minute (Score:2, Informative)
Re:Wait another minute (Score:2, Informative)
Now, I think employers should be required to divulge what actual working conditions are. Not just to prospective employees, but to the public as a whole. Then, as a consumer, I can choose whether or not to buy a product from a given company.
And all "subsidiaries" ought to display who their parent company is. I get sick and tired of a large company dividing themselves up... one
Re:Wait another minute (Score:5, Funny)
Parent
Re:Wait another minute (Score:3, Insightful)
Re:Wait another minute (Score:5, Insightful)
The game companies can get away with all sorts of stuff because demand is huge vs. supply. I'm sure most of us at one point or another wanted to have a job that did nothing but involved games (or perhaps more correctly, to show our parents that playing games can be a job). A QA tester (which is probably where most people start) has a pretty nice job description - "Play games all day and report bugs" - sounds fairly enticing to sit in front of a computer/TV playing games - prerelease games, at that! Of course, while accurate, the true job is far more mundane, and the reality of it all sinks in (60 hour weeks, $8/hr, must find X bugs every week), and the "play" involves running into walls continually.
Others see programming as the way to go. Given the option (without knowledge of working conditions) of a boring job programming Microsoft Word, or some application using a database for insurance companies, and an "exciting programming job" as entry level game programmer, which looks more appealing?
EA and other companies have long treated employees this way - it's nothing new. Just until quite recently, it was more or less a poorly-kept industry secret (I can't recall when I first heard about it, but I knew when I graduated). Of course, I *did* apply to gaming companies, but this was more of "finding a job" rather than "I want a job in the gaming industry".
Parent
Re:Wait another minute (Score:5, Insightful)
so - if a company has a policy to hire only 8 year old girls to work the sewing machines, but discloses it, they should be allowed to do it?
take your randian shit and go home. the only way capitalism works, is if it is well-regulated.
Parent
Re:Wait another minute (Score:2)
Re:Wait another minute (Score:2)
It could
Re:Wait another minute (Score:2, Insightful)
Child labor does exist in america, it's called farming. It is not unusual for farm kids to work 20 - 40 hrs/week during the school year and 60-80 during the summer. I think it's legal and it happens even if it isn't.
I don't really think there is much wrong with it either, yeah, I hated it as a kid, but it builds character. Props to dad for that
Re:Wait another minute (Score:2, Insightful)
Re:Wait another minute (Score:2)
Even if people knew, it wouldn't necessarily stop this kind of behavior. It might
Re:Wait another minute (Score:2, Insightful)
But, I think you now what I mean. We don't need another logic error riddled peice of legislation that creates a bigger problem than it was intended to solve.
Re:Wait a minute (Score:3, Insightful)
It's kinda unavoidable if you want to have games that are current in regards to technology, which is something gamers dema
Re:Wait a minute (Score:3, Insightful)
No, it really isn't. This is what shows that game development is a very immature industry at the moment. There is no reason a game should have to be so tightly laced to the graphics engine, or to the sound system, or the physics engine, or the network implementation, that you cannot upgrade those components to a newer component with relative ease, if not plug-and-play ease. The problem is that such things are not com
Re:Wait a minute (Score:3, Interesting)
a) the swappable component replacements. Often these are very sophisticated pieces of code, that in the particular case of video or sound have to talk to hardware at a very low level to achieve good performance.
b) squeezing in last minute improvements. Since large numbers of games are competing with each other, there are often last minute requirements driven by new m
Re:Wait a minute (Score:3, Funny)
>
> We should be trying to remedy this work situation, not prepare people for it.
Why not both?
"Included is a particularly touching story about a student who survived the 2002 Sari Club terrorist attack in Bali."
On the day when the EA employees collectively go postal, this guy will not only get out alive, he'll probably get one of the many newly-vacated corner offices! :)
And the lawsuits have already begun (Score:3, Informative)
We should be trying to remedy this work situation, not prepare people for it.
The Merc [mercurynews.com] is carrying an article just today on a lawsuit against EA [mercurynews.com] [reg may be req'd] regarding deceptive work environment practices. It seems to me that companies that behave this way are just asking for unions.
Game design (Score:2)
On the other hand when you say 'I design games' people dont assume that you fix washing machines for a living
What we _really_ need to do is force executives to work a 80+ hour week whilst we go and play golf (or rather, drive around really fast in those little carts and ram each other). After all they can fuck the whole company over in 30 minutes a day between arriving late and leaving for an early lunch, how much worse could it be if the ev
Re:Game design (Score:4, Funny)
Parent
Re:Game design (Score:3, Funny)
You don't know the half of it. You can't imagine how stressful it is to keep you wage slaves, er workers, from wasting time on
Now, where did I leave my putter?
All your overtime are belong to us! (Score:4, Insightful)
Re:All your overtime are belong to us! (Score:2)
Re:All your overtime are belong to us! (Score:2)
caveat: (Score:3, Insightful)
Part of the reason I finally decided I wasn't cut out to be a programmer was because I felt guilty working overtime on projects while my wife and kids were expecting me back at home, and that wasn't even on a regular basis.
Re:caveat: (Score:2)
Well done on your insightfully posted comment to:
http://apple.slashdot.org/article.pl?sid=01/10/
-grin-
Made CmdrTaco look like a right fool...
(Didn't know how else to get this message to you...)
Re:All your overtime are belong to us! (Score:3, Insightful)
I'd like to see people being told that they don't have to follow the industry norms. Bust out of the box, think off the wall, not status quo. If that guy wants to build a game with positive black characters, he should do it and the school should fund him, or at least act as a clearing house for people who would fund him.
Last Frontier... For Now. (Score:4, Interesting)
Think about it- used to be that you needed a bazillion dollars, a ton of talent, and a lot of connections in order to successfully make a movie, or a record. Now? People are doing it in their basements with equipment that costs a few hundred dollars.
The big question is how long will it take for someone to figure out how to make designing a video game 'accessible to the masses' the way Digital Video and computer-based audio recording have done for those industries. I'll bet it won't take as long as you think...
Re:Last Frontier... For Now. (Score:3, Interesting)
Re:Last Frontier... For Now. (Score:2)
It's starting already, actually: Look at all the player-created stuff that's come out for Neverwinter Nights based on their editor.
Re:Last Frontier... For Now. (Score:2)
High bandwidth connection: getting cheper all the time. Start with a DSL and buy upwards as your subscription base grows.
Multiple servers: Start with a few budget servers and buy upwards as your subscription base allows.
Lots of content: let your players build it, based on a trust model ala MUDS. Just requires tools, which are getting easier and easier to build.
Re:Last Frontier... For Now. (Score:3, Insightful)
Re:Last Frontier... For Now. (Score:3, Insightful)
Games don't necessarily require "bazillions of dollars" to make.
How much technical expense does it take to come up with a game like Bejeweled? Or Chris Sawyer's [chrissawyer.com] original Roller Coaster Tycoon?
EA's business model is mega-budget games with mega-expensive licenses and mega-production costs, but that doesn't mean that's the only way to make games.
Re:Last Frontier... For Now. (Score:3, Interesting)
THEM (Score:2, Funny)
This is just another system of control
The following text file was liberated from the president of the university. It's his welcome speech.
welcome.speech.txt
Greetings. The Master Control Program has chosen you to serve your alma mater on the Game Grid. Those of you who continue to profess a belief in the Users will receive the standard substandard training, which will result in your eventual elimination. Those of you who renounce this superstitious and hysterical belief will be eligible to join the
This story is depressing. (Score:4, Interesting)
I think that if these sorts of conditions are typical in the gaming industry, it might explain why games in general have slid into the sequel-after-sequel hole and there's very little new or original stuff coming out. You can't think clearly when your brain is sleep-addled and you are living on beer and Cheetos.
I'd rather them spend three times as long producing games, so long as the games were actually original and entertaining, and not yet another boring sequel with an ending that sets up for YAYABS [yet another yet another boring sequel]. (Or, in the case of that guy Levy, some sort of social campaign inspired by the modern equivalent of strange women in ponds handing out swords.)
Re:This story is depressing. (Score:2)
School of GAME DESIGN? (Score:5, Insightful)
Game design has some real challenges to it, and theres many things that seem like a good idea but isn't fun in a game. I'd be interested in taking an online course on game design just to see what they got right. I'm not saying I know everything, but I know some stuff like balancing mechanics, MMOG theory, etc. Like I said, everyone thinks they're a game designer, including me. And man is the industry hard to break into. I've had about 7 interviews in ten years and hundreds of job applications.
You don't want to be a game designer (Score:2)
This is similar to all who says "I want to be a writer, but I've just not gotten around to it". This is complete and utter bullshit. Anyone who wants to be a writer, writes constantly, whatever they are writing, that is what they do. Because that is what they want to do - and it is the only way to learn it and improve.
Otherwise, you just want to be the lead guitarrist that gets to st
They are not ALL chop shops.. (Score:5, Informative)
I know this isn't how it is everywhere in the game industry. I've read the EA stuff and heard the horror stories. Our management takes quality of life issues extremely seriously, which probably makes us the exception rather than the rule, but with all of this recent coverage it seems as if people are finally stepping back to take a look at what is really happening in this industry. This business evolved very quickly, with lots of passionate people involved who were willing (and happy) to work suicide hours in order to get the game out of the door. The days of a couple of guys making Doom in their basement and pulling in millions is long gone.
Of course, coverage focuses on the negative and larely ignores the positive. I doubt there will ever be a slashdot story about how employees at game company X are working 40 hour/weeks and loving life. I just Hope that the lessons EA employees seem to be learning will be taken to heart by more than those people directly affected by it.
Of course, having a title that sells a ton of copies makes all of this stuff easier. Someone should tell that to the EA execs.
Re:Radical Entertainment? (Score:2)
So SMU attracts the nerds (Score:2)
Graduates and Jobs? (Score:5, Interesting)
Accredited Bachelor's Online Program? (Score:2)
Role models in games (Score:2, Troll)
You know, he's a pretty ordinary dude. And he is a a lot like those dudes described in the article, in that he's stuck doing a job that doesn't give much satisfaction. He grinds away, flying around a boring part of space, keeping the peace, dreaming about the glory of the NEG Marine Corps who won't let him in because he has to do his current job 'cause noone else wants to do it. Then he gets a chance to prove himself, and to get satisfaction from his own existence
The story of the 2002 Sari Club reminds me of... (Score:2)
In that episode George is denied an apartment because one of the other applicants is a survivor of the Andrea Doria (a ship that collided with the Stockholm in dense fog 21 miles off the coast of Nantucket ; thank Kramer for that info ;) )
Whereas the story told by the other applicant is supposedly true, George, in his pissed-off-ness,
Cheap and nasty journalism (Score:2)
Levy had no actual connection to the Bali bombing other than being a block away and thinking about it. Personally, I find the attempt to literally involve him with the terrorist attack somewhat distasteful, particularily when other people were actually killed and los
Re:Ritual made counterstrike? (Score:2)
Re:Ritual made counterstrike? (Score:2)
However, I can see how a non-techie reporter could confuse the two.
Re:Is it worth it? (Score:2)