Compensation
Joel just released a new book which is a collection of articles about software development. The list of articles is on the same page so you can just go read the articles on the web if you don't mind reading on the screen.

One I read today is called Compensation which is about how compensating people for their performance individually (bonuses, merit pay, etc) will kill your company. Joel has talked about this as well.

While I agree with all their logic it just doesn't ring 100% true for me. It could be a matter of being in a different industry. Game development is NOT the software development industry, it is the Entertainment industry and so things are different. We don't have customers that are paying us for a particular solution. We are making our own creative products that are expressions of us and hoping people enjoy them and there are a host of differences in what we do because of that.

I'm not going to go into those differences but as I was reading the Compensation article the following issues popped in my head.

The author mentions that when her team finished they all felt they all contributed equally to getting the product done well and on time. I would love to work on a team where that was true but I've personally never seen one. Do her recommendations only work on that kind of team?

To give you some examples. In Junior High School, 9th grade I took the Yearbook class. There were about 25 students, most of them slackers. Over the course of the semester I'd say 3 students, Andy Brown, Judy Kuramoto and myself made at least 75% of that yearbook. The other 22 students made the other 25%. If this was a job should we have been compensated equally?

I've been on a team where one member took 2 months to fail to write an I/O library, one that upon receiving and realizing didn't work I re-wrote in 1 week. I would have been pretty pissed off if that programmer had be compensated equally.

On another team there was one artist who's work was so bad that 100% of their artwork had to be redone but other artists on the team. Should she have been compensated equally?

I've been on teams where one person works 9 to 5 and everyone else works 10 to 10. Should that person get compenstated equally?

Another issue that popped in my head is that as much as I was nodding in agreement with some of the ideas there was this nagging feeling that the author was ignoring reality. She talks of not having a ranking system but in the real world there is and has to be a ranking system. Maybe in a 10000 person company there is always a way to give everyone a raise and everyone a promotion but in most real world companies there are only so many positions and so someone has to be picked to move up the ladder while others are left behind. There is no egalitarian way to do this. Someone will get picked to go up, someone will get left behind. Someone gets to be the next manager or leader with a higher salary, more freedom, larger expense account, more responsibility, travel and the rest don't. You can't fix that problem and yet her whole arguement appears to ignore that fact.

Finally she didn't talk much about actual compensation. She mentioned the steel company example but again she's talking about giant corporations with thousands of employees. In my industry, most development houses are much much smaller. If I worked for steel company, I doubt it would ever cross my mind that I could quit and make my own steel company. Making a steel company requires serious money for the factory to make the steel in. But, I don't work in that industry, I'm in the entertainment industry, specifically games, and while people will argue that top games are expensive to make there is still both history and current hits that argue otherwise. In other words, it's very easy to imagine starting my own game development company.

What that means is, when a team makes a hit game and the boss is driving a new ferrari 6 months later it's very easy to take that personally in the same way her article mentions imbalanced compensation effectng the team. In fact, the owner is often just another member of the team except he gets 10x to 100x the compensation. I can only guess that that doesn't effect her because she's in such a big company that the rich board members at the top are not in her view and that she's not so close to doing it herself that she can see there is no big difference between them and her.

I don't expect that to change. The owner had to balls to start the company and the employees didn't. The owner took the risk therefore he gets the reward. But, from a small company employee perspective, at least at a game development company or probably a web development company that distinction is mostly irrelavent. It still feels like he's just part of the team. It still feels like he puts in roughly the same amount of work. In some cases 10% more, in others 90% less. But, it's the real world and no amount of wishing we could apply some egalitarian system on top of it will change that.

She doesn't take that into account and so I'm not sure how to apply her ideas to my experience.



Pass it on

Comments:
agree (almost)
I agree with all you examples except the 9 to 5 one. There are cases where equal or even greater compensation should be awarded to someone who only works 9-5 in the games industry. If you can get all of your work done in that time, solve any problems related to your work (and others) and still leave at 5pm every night you deserve a pat on the back and a reward at the end of the project. I hate the fact people keep saying games can't be done without working ludicrous hours, but they can, I do it with minimal overtime.

The games industry is different to the software industry as you rightly point out. Rewards in this industry are warranted and provide employees with a reason to stay at a company and work harder. There are so many games companies and the number of skilled workers is being stretched, moving to a different company, especially if you are a programmer or artist, is a simple task at the moment and can be very rewarding. Companies need to reward employees in order to stop them considering this. Providing a nice work environment, minimising overtime and ensuring services come to you at work (e.g. food deliveries) also go a long way.
posted by uk_designer_mattJune 21, 2005 at 5:05 [ e ]

Yeah, I agree with Matt.  If you're working overtime it means there's some inefficiency in how you get your work done, or your manager is not scheduling things properly.  This is not to say you shouldn't work 10-10 some days because you're "in the zone," but you /should/ get time off the next day or some day later to level your week out to some sane hours.  To me people working 90-hour weeks are symptoms of an unhealthy project.  Unless you have the charisma of Steve Jobs, employees won't put up with that shit very long (re ea_spouse's post).

posted by wulongJune 21, 2005 at 8:07 [ e ]

I agree with you in general.  I agree that you should be able to work 9 to 5 and I agree if you can get all your work done 9 to 5 and it's the same amount of work as the other members of the team then you should not be docked for not pulling the same weight.

At the same time I've not experienced that situation.  The person working 9 to 5 is not there to deal with issues and problems coming up at 8pm, 9pm, 10pm. I wish there was a company that kicked everyone out at 5 or 6 and that managed in such a way that AAA titles were possible on time, on budget and without crazy hours but I haven't yet experienced that company Better management would go along way but I unfortunately don't expect to see it happen. My one hope is that with the next gen the tools will mature enough that we won't have to create development environments anymore. If that happens and it's all about plugging in assets it's possible we might get closer to being able to get them done with reasonable hours.

posted by greggmanJune 21, 2005 at 8:09 [ e ]
new laws
It might have to happen soon in the EU. They keep pushing this law that means you are legally bound to stop working when you hit the 48hr mark. The UK have blocked it so far but everytime it comes up there is more pressure. I think it is unfair to impose limitations like that but I think quite a few games companies are now reconsidering how they work their staff.

Better management is a major part of the answer. Companies need to stop promoting programmers, designer and artists to managerial roles without the proper training and experience. Some may be capable of taking on that role and doing a great job but most can't in my experience.

Anyone see the Grand Prix at the weekend? The management problems there drew so many parallels with the game industry don't you think? There were multiple solutions to the problem but none were taken and at the last minute it fell apart, now everyone is blaming each other.
posted by uk_designer_mattJune 21, 2005 at 9:10 [ e ]

one more comment, Here in Japan you are just expected to work till last train (ie, 11pm - 12:30pm).  Whether there are laws or not the culture is that it's expected period.  In Korea it's supposed to be even worse with most people working 6 days a week.

posted by greggmanJune 21, 2005 at 12:27 [ e ]
More of the same ...
Hey Gregg, I sure hope that the next gen. tools will be mature enough to reduce development times, but frankly, I don't really see that happening.  I could be wrong, but it seems that (for the most part) the basic development approaches to making games hasn't really changed all that much and that the only visible change is "larger teams".  There have been come incremental improvements, but nothing on the scale to where most AAA titles can be created with minimal overtime.

While production approach to movies and games aren't the same, I was amazed at the sheer number of people in the credits of the first "Lord of the Rings" movie.  While I'm not sure how much overtime, etc was put in to make the movie, it was quite impressive that such a large number of individuals were managed well enough to where the movie was completed at that level of quality.

I'm familiar with the long work hours in Japan.  My biggest concern has been how good it is overall for the project given that human bodies have a limit as far as how little rest it needs to keep functioning.  The last thing I would need is for key individuals to suddenly fall sick or end up in the hospital because of physical fatigue.

The compensation thing (at least in the games industry) is at best tricky because it can be (at times) hard to objectively determine who deserves what and how much ... especially if an "elite club" culture/mentality has developed within the team ... but that's another story. :)
posted by globulousJune 22, 2005 at 3:41 [ e ]
Japanese work hours
Gregg's link to that Chrissy post brings up a totally different issue. If people are happy in their job they really don't care working all hours of the day. From reading that letter you can tell she really is very happy to be at Sega. One of the problems, especially in the West, is that games are being EA'd all the time. Projects are so similar, there is no creativity anymore so people are unhappy.

If you are on a creative project that peaks your interest and your opinions and work actually make a difference, then a 10-10 day is fine. With teams reaching 200 in size though this has all but disappeared for all but the select few.

I currently work 8-5:30 everyday in the games industry but then I go home and wort 7-12 on my own stuff. I do the day job to fund the night time habit where all the fun is.
posted by uk_designer_mattJune 22, 2005 at 6:48 [ e ]