CantFaketheFunk said:
Capps' point is perfectly valid. We here at Chez Escapist usually work 8/9 hour days, if not more. When I need to finish a review, I stay late. When we're out covering a show, we work late. It's our version of crunch time, and we do it because A.) we care about the quality of our work, and B.) we're passionate about what we do. When they're trying to put polish on an E3 demo or rushing to hit release, it makes sense for developers to put in long hours to make sure that the finished product is up to standards. They do that because they're passionate about what they do and care about the quality of their work.
Read the full Joystiq interview with Capps, because really, he answers your concerns.
What Capps says there is definitely true - but that wasn't the point of the whole blow-up in the first place... by the time this whole story made it to the websites, it had turned much more into Greg trashing on Capps, and about Epic being unfair.
The actual start of this whole thing was when Capps was at the IGDA Leadership Forum, on a panel "Studio Heads on the Hotseat". You can find the video of it embedded in the original Joystiq piece, and here on google: http://video.google.com/videoplay?docid=7344863953591545577&hl=en
I've put his quotes here - sorry where it's a little long, I got it as short as I could while doing my best to retain the context.
7:10 - The question Jen asks is, how do you keep people excited in tough times. Part of Mike's response was (my transcription here):
"Our hiring process is built around passion. Of course, experience and talent is part of that, but its finding people who just care so much about animations looking good - I don't care if he never plays games, if he's a perfectionist, or she loves animations that look so good it'll keep them up late at night and I don't have to do it - because there's nothing I can do to keep someone away from their family and kids or whatever else until two in the morning, but there's a lot they can do to make themselves get that invested. So it's really up to them. (audience laughter) Or, you know, honestly if they're having trouble at home, we look for people like that... (more laughter) You wanna stay in the office, sure..."
21:09 - Jen says that they had an interesting discussion on the panel's prep-call about work-life balance that turned the conventional wisdom a bit on its head, so to Mike, what does quality of life mean to him?
"What's quality of life? That's a good question, I guess. I mean - again, one of the personal leadership track sessions had some really good - I guess it was Don talking about how quality of life comes from doing what you want to do, and that's basically my job for the studio, is to set them up for a position where they can -love- making art every day or whatever it is. And it's not just that, but its putting it in a space where if you're a great character artist, not only do you get to make wicked, bad-ass characters at Epic, but millions of people will see it and your commercial will be in movie theaters and all that other stuff. That way there's a lot of pride that comes from that. But it's very different than the traditional, oh, a 40-hour work week kinda stuff - we're not about that. We split the profits internally with the people at our company. So, no, we purposefully don't hire people because we want to work 60 hours a week so that we don't have to split the pie up as much. And I think there's a lot of talk in the games, oh you can make great games in eight hours a day, five days a week, and never - the only - it's management's fault if you work more than that. Fuck, it's management's fault for hiring people who want to leave at 5pm every day, is the way I look at it. There you go! There's your complaint, right? My job is to hire people who are so passionate that I have to kick them out. And I do. 2am, we have a rule, you go home."
So. What Capps is doing now is either backpedaling from his earlier statements, or explaining them & putting them in context better.
That's all good, as far as I'm concerned. Epic does indeed keep its employees happy - it helps that they have self-selected to get people who like that environment, but sure - why wouldn't they? They made what both sides feel is an equitable arrangement.
The problem many people had - including myself - was that this is an IGDA event, and one of the IGDA directors, while being asked questions by the IGDA chair, is advocating this kind of stuff. Since the IGDA has made a point of saying it is leading the charge against excessive or exploitative overtime, this didn't sit well at all.
Of -course- people have to work overtime sometimes. And sure, in games right now, for a lot of reasons, it's part and parcel with the environment. But that's light-years away from working at a studio where it is stated policy to be there 60 hours a week most of the year, regardless of what the schedule looks like because that's just how it works. And I've worked at that place, so I know they're out there. That's the kind of crap that the IGDA needs to (and is trying) to help stop.
There are already some positive signs to come out of this whole thing, and I'm glad for it - people are engaged and talking about the issue. I do wish, however, that the press had picked up on the underlying issue here, as opposed to Costikyan's rant and Capp's backpedaling.