An Interesting Read About Electronic Arts...

May 31, 2001
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LINKY!

EA: The Human Story

My significant other works for Electronic Arts, and I'm what you might call a disgruntled spouse.

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?

I am retaining some anonymity here because I have no illusions about what the consequences would be for my family if I was explicit. However, I also feel no impetus to shy away from sharing our story, because I know that it is too common to stick out among those of the thousands of engineers, artists, and designers that EA employs.

Our adventures with Electronic Arts began less than a year ago. The small game studio that my partner worked for collapsed as a result of foul play on the part of a big publisher -- another common story. Electronic Arts offered a job, the salary was right and the benefits were good, so my SO took it. I remember that they asked him in one of the interviews: "how do you feel about working long hours?" It's just a part of the game industry -- few studios can avoid a crunch as deadlines loom, so we thought nothing of it. When asked for specifics about what "working long hours" meant, the interviewers coughed and glossed on to the next question; now we know why.

Within weeks production had accelerated into a 'mild' crunch: eight hours six days a week. Not bad. Months remained until any real crunch would start, and the team was told that this "pre-crunch" was to prevent a big crunch toward the end; at this point any other need for a crunch seemed unlikely, as the project was dead on schedule. I don't know how many of the developers bought EA's explanation for the extended hours; we were new and naive so we did. The producers even set a deadline; they gave a specific date for the end of the crunch, which was still months away from the title's shipping date, so it seemed safe. That date came and went. And went, and went. When the next news came it was not about a reprieve; it was another acceleration: twelve hours six days a week, 9am to 10pm.

Weeks passed. Again the producers had given a termination date on this crunch that again they failed. Throughout this period the project remained on schedule. The long hours started to take its toll on the team; people grew irritable and some started to get ill. People dropped out in droves for a couple of days at a time, but then the team seemed to reach equilibrium again and they plowed ahead. The managers stopped even talking about a day when the hours would go back to normal.

Now, it seems, is the "real" crunch, the one that the producers of this title so wisely prepared their team for by running them into the ground ahead of time. The current mandatory hours are 9am to 10pm -- seven days a week -- with the occasional Saturday evening off for good behavior (at 6:30pm). This averages out to an eighty-five hour work week. Complaints that these once more extended hours combined with the team's existing fatigue would result in a greater number of mistakes made and an even greater amount of wasted energy were ignored.

The stress is taking its toll. After a certain number of hours spent working the eyes start to lose focus; after a certain number of weeks with only one day off fatigue starts to accrue and accumulate exponentially. There is a reason why there are two days in a weekend -- bad things happen to one's physical, emotional, and mental health if these days are cut short. The team is rapidly beginning to introduce as many flaws as they are removing.

And the kicker: for the honor of this treatment EA salaried employees receive a) no overtime; b) no compensation time! ('comp' time is the equalization of time off for overtime -- any hours spent during a crunch accrue into days off after the product has shipped); c) no additional sick or vacation leave. The time just goes away. Additionally, EA recently announced that, although in the past they have offered essentially a type of comp time in the form of a few weeks off at the end of a project, they no longer wish to do this, and employees shouldn't expect it. Further, since the production of various games is scattered, there was a concern on the part of the employees that developers would leave one crunch only to join another. EA's response was that they would attempt to minimize this, but would make no guarantees. This is unthinkable; they are pushing the team to individual physical health limits, and literally giving them nothing for it. Comp time is a staple in this industry, but EA as a corporation wishes to "minimize" this reprieve. One would think that the proper way to minimize comp time is to avoid crunch, but this brutal crunch has been on for months, and nary a whisper about any compensation leave, nor indeed of any end of this treatment.

This crunch also differs from crunch time in a smaller studio in that it was not an emergency effort to save a project from failure. Every step of the way, the project remained on schedule. Crunching neither accelerated this nor slowed it down; its effect on the actual product was not measurable. The extended hours were deliberate and planned; the management knew what they were doing as they did it. The love of my life comes home late at night complaining of a headache that will not go away and a chronically upset stomach, and my happy supportive smile is running out.

No one works in the game industry unless they love what they do. No one on that team is interested in producing an inferior product. My heart bleeds for this team precisely BECAUSE they are brilliant, talented individuals out to create something great. They are and were more than willing to work hard for the success of the title. But that good will has only been met with abuse. Amazingly, Electronic Arts was listed #91 on Fortune magazine's "100 Best Companies to Work For" in 2003.

EA's attitude toward this -- which is actually a part of company policy, it now appears -- has been (in an anonymous quotation that I've heard repeated by multiple managers), "If they don't like it, they can work someplace else." Put up or shut up and leave: this is the core of EA's Human Resources policy. The concept of ethics or compassion or even intelligence with regard to getting the most out of one's workforce never enters the equation: if they don't want to sacrifice their lives and their health and their talent so that a multibillion dollar corporation can continue its Godzilla-stomp through the game industry, they can work someplace else.

But can they?

The EA Mambo, paired with other giants such as Vivendi, Sony, and Microsoft, is rapidly either crushing or absorbing the vast majority of the business in game development. A few standalone studios that made their fortunes in previous eras -- Blizzard, Bioware, and Id come to mind -- manage to still survive, but 2004 saw the collapse of dozens of small game studios, no longer able to acquire contracts in the face of rapid and massive consolidation of game publishing companies. This is an epidemic hardly unfamiliar to anyone working in the industry. Though, of course, it is always the option of talent to go outside the industry, perhaps venturing into the booming commercial software development arena. (Read my tired attempt at sarcasm.)

To put some of this in perspective, I myself consider some figures. If EA truly believes that it needs to push its employees this hard -- I actually believe that they don't, and that it is a skewed operations perspective alone that results in the severity of their crunching, coupled with a certain expected amount of the inefficiency involved in running an enterprise as large as theirs -- the solution therefore should be to hire more engineers, or artists, or designers, as the case may be. Never should it be an option to punish one's workforce with ninety hour weeks; in any other industry the company in question would find itself sued out of business so fast its stock wouldn't even have time to tank. In its first weekend, Madden 2005 grossed $65 million. EA's annual revenue is approximately $2.5 billion. This company is not strapped for cash; their labor practices are inexcusable.

The interesting thing about this is an assumption that most of the employees seem to be operating under. Whenever the subject of hours come up, inevitably, it seems, someone mentions 'exemption'. They refer to a California law that supposedly exempts businesses from having to pay overtime to certain 'specialty' employees, including software programmers. This is Senate Bill 88. However, Senate Bill 88 specifically does not apply to the entertainment industry -- television, motion picture, and theater industries are specifically mentioned. Further, even in software, there is a pay minimum on the exemption: those exempt must be paid at least $90,000 annually. I can assure you that the majority of EA employees are in fact not in this pay bracket; ergo, these practices are not only unethical, they are illegal.

I look at our situation and I ask 'us': why do you stay? And the answer is that in all likelihood we won't; and in all likelihood if we had known that this would be the result of working for EA, we would have stayed far away in the first place. But all along the way there were deceptions, there were promises, there were assurances -- there was a big fancy office building with an expensive fish tank -- all of which in the end look like an elaborate scheme to keep a crop of employees on the project just long enough to get it shipped. And then if they need to, they hire in a new batch, fresh and ready to hear more promises that will not be kept; EA's turnover rate in engineering is approximately 50%. This is how EA works. So now we know, now we can move on, right? That seems to be what happens to everyone else. But it's not enough. Because in the end, regardless of what happens with our particular situation, this kind of "business" isn't right, and people need to know about it, which is why I write this today.

If I could get EA CEO Larry Probst on the phone, there are a few things I would ask him. "What's your salary?" would be merely a point of curiosity. The main thing I want to know is, Larry: you do realize what you're doing to your people, right? And you do realize that they ARE people, with physical limits, emotional lives, and families, right? Voices and talents and senses of humor and all that? That when you keep our husbands and wives and children in the office for ninety hours a week, sending them home exhausted and numb and frustrated with their lives, it's not just them you're hurting, but everyone around them, everyone who loves them? When you make your profit calculations and your cost analyses, you know that a great measure of that cost is being paid in raw human dignity, right?

Right?
 

pulse8

Lifer
May 3, 2000
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Interesting read, but there's no reason they couldn't leave the job.

Or at least attempt to rally everyone together to take a stand against the company.
 

Ns1

No Lifer
Jun 17, 2001
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cliff notes: EA workers are pushed harder than they need to be, working 13 hours a week 6 then 7 days a week with no compensation for the excess work. EA workers are getting fux0red
 

T2T III

Lifer
Oct 9, 1999
12,899
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Unfortunately, harsh conditions come up in most jobs. Show me a job (that is not a government job) and the hours are fixed at 8 hours per day and the stress levels are very low. I'll be glad to apply to such a place.

 

Crusty

Lifer
Sep 30, 2001
12,684
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This was posted in the Software forum ;) Perhaps that's why you didn't find it in the search!
 

Rumpltzer

Diamond Member
Jun 7, 2003
4,815
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I have a friend who works as an animator at EA in Los Angeles.

She typically work some looong hours (say, 9am to past 9PM) during the last month (or months) of when a game is due. For the team's most recent game they were pulling the long hours for about a year.

I imagine it sucks if you don't like your job, but she loves her work. Even so, it was pretty obvious that she was WAY overworked for that last game. It's also my opinion that she's under[aid for the work (not to mention hours) that she gives them.

On the upside, it's a real laid-back place to work, it's intended to be fun, the company provides good food when they work late (dinner and sometimes lunch every day), and plenty of fattening snacks through the day. She was also on vacation for five weeks after the last project (after working there for less than three years).

My job gripes about giving us coffee, and I get two weeks of vacation... it'd take me about 20 years with the company to get five weeks off.
 

Chadder007

Diamond Member
Oct 10, 1999
7,560
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They are kinda like the Walmart of Video game publishers. All the good deals/good games happen to come from that company now. EA bought out too many smaller groups and took over their licenses. But the consumer will still keep gobbling them up .....
 

dcdomain

Diamond Member
Jan 30, 2000
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They are rallying. There's a class action lawsuit. Links to various posts relating to EA has been circulating the net for the past week or so.
 

Rudee

Lifer
Apr 23, 2000
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From what I heard, a lot of the development team responsible for NHL2005 got canned shortly after the game was released. Also, the main producer who had produced the NHL series of games for many years - Dave Warfield - got fired as well. If you weren't already aware, NHL 2005 for the PC was quite the bug filled mess, with numerous design flaws.
 

Martin

Lifer
Jan 15, 2000
29,178
1
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Originally posted by: Tiles2Tech
Unfortunately, harsh conditions come up in most jobs. Show me a job (that is not a government job) and the hours are fixed at 8 hours per day and the stress levels are very low. I'll be glad to apply to such a place.

Its normal to expect people to put in a some extra time close to a deadline, but this is simply outrageous. I am glad to see the employees are suing. I hate companies that treat their employees like animals.
 

Encryptic

Diamond Member
May 21, 2003
8,885
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Originally posted by: ShotgunSteven
Originally posted by: Qosis
Repost, but a good read.

Damn, I searched under EA and Electronic Arts. Where is the original?

This was on Slashdot last week, as a matter of fact. Good read but that's just sickening.
 

sygyzy

Lifer
Oct 21, 2000
14,001
4
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How many of you work at software companies, make less than 90K annually, and have put in any form of unpaid overtime? Most I would suspect.
 

purbeast0

No Lifer
Sep 13, 2001
53,655
6,532
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Originally posted by: sygyzy
How many of you work at software companies, make less than 90K annually, and have put in any form of unpaid overtime? Most I would suspect.

i work for a software company and make less than 90K. but then again I have only been here for like 2.5 months. however we get great benefits and they treat us great here. i get 2 weeks vacation, 1 week sick, 7 holidays, and on top of that we get the week between xmas eve and new years off, and all of our vacation/sick days carry over. and when we work overtime X hours one week, the following week we are allowed to leave X hours early on any day we would like.

it was great, 2 months after working here i went on a business trip to salt lake city (although its boring as hell there) from saturday - monday, where EVERYTHING was paid for, including our partying at the local bars, and then when i came back i was allowed to not come to work tuesday and left early a couple of days that week as well :)

so so far, so good :)

and if that happened to me, i would quit that job as quick as i had taken it.
 

MechJinx

Senior member
Mar 22, 2004
421
0
0
I can empathize with your husband. I was a test lead for a M$ game studio for five years. The crunch times slowly eroded away any enjoyment I had for working in the games industry. If you want to have any sort of life outside of work, I strongly suggest not working in the games industry.
 

Gibson486

Lifer
Aug 9, 2000
18,378
2
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Originally posted by: Rumpltzer
I have a friend who works as an animator at EA in Los Angeles.

She typically work some looong hours (say, 9am to past 9PM) during the last month (or months) of when a game is due. For the team's most recent game they were pulling the long hours for about a year.

I imagine it sucks if you don't like your job, but she loves her work. Even so, it was pretty obvious that she was WAY overworked for that last game. It's also my opinion that she's under[aid for the work (not to mention hours) that she gives them.

On the upside, it's a real laid-back place to work, it's intended to be fun, the company provides good food when they work late (dinner and sometimes lunch every day), and plenty of fattening snacks through the day. She was also on vacation for five weeks after the last project (after working there for less than three years).

My job gripes about giving us coffee, and I get two weeks of vacation... it'd take me about 20 years with the company to get five weeks off.

Those perks are available at most software/engineering places....

The place i work at now, man, they fvckin spoil us. Awsome free food, all these free drinks....man.....If i did not hate the electronics business so much, i would definately come here after college.

That said, i used to have friend that worked for Nintendo. They are worked hard. So hard, that he was never home. AFter years passed, we found out he was banging a co-worker during "trips". he works for Sony now and I have not seen him since.
 

Chadder007

Diamond Member
Oct 10, 1999
7,560
0
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Im going to Boycott EA Games until something is done about this now. I urge everyone else to do the same. In the meantime, I will be contacting my Teamster Union sources for anything that can help them out also.