Honestly, my problem with this is not that it's legally wrong, which it likely isn't, but the fact remains that the employees were being overworked to a rediculous degree. Lets do some math:orangeapples said:from the looks of it, they are salary employees and not hourly. It is entirely possible there is no clause for overtime work. Most people on salary pay do not have an option of overtime. Sucks, but that is life. And when they signed up for the job they would have known (by reading the employment contract) that there would be no overtime.
I hate to say it but I agree with Pachter... There are a number of salary jobs where people work insane work hours without overtime. If they don't like it, they get another job.
24 hours per day, at 7 days a week, so 168 hours total. Take 110 hours for work, and that leaves 58 hours free each week. Now, that doesn't sound so bad, then we have to factor in sleep. From what I understand, you're supposed to get 8 hours of sleep each night to stay healthy, so that's 56 hours off, leaving each employee 2 hours. And then you have to figure getting to and from work, bathing themselves, eating, and other things you need to do, and you end up with literally no time for anything else (even bordering on negitive time, which would come out of sleep most likely). And then they get no time for their families or friends. Their lives literally become work, sleep, work, sleep, work, sleep.
Now, I could understand doing that for a week, maybe even a month at the end of development. But for three to six months straight? How is that not overworking your employees!? I know you may say 'Why wouldn't they quit?' Well, they still need to pay for things like their houses, their families if they have one (or other expenses), food, etc. What else could they really do? Try finding another job in a very uncertain company when the game's industry has a lot of problems?
Again, legally this might be allowed, but it just isn't fair to the workers, especially when the promise is 'you might get money if the product sells well,' which is something the employees can't do much about. Yes, LA Noire ended up being pretty popular, but what if it hadn't? I'd say that wasn't hard to imagine, as it's the first big-budget game to do what it did.