 "moving parts" of the game. The GM is also free to decide to bend
the rules if he or she thinks it would enhance the experience for the players.

------
johnny635
Get out of the gaming industry while you still can. Otherwise, you'll be
looking at getting out of the software industry in no time.

~~~
winslow
Care to elaborate a little bit?

~~~
Goosey
Can not speak for the grandparent post, but sharing my own experience here
going from AAA game development to'serious games' (DARPA contracted training
simulators) to web development I've got to agree with them (with a caveat).

Each step away from games has lead to more sane company environments and
higher proportional incentives. The reality of games is that programmers are
underpaid in comparison to other industries. If a web programmer with X years
of experience can command a salary of Y you can expect a game programmer with
X years of experience to command approximately 2/3 * Y. Exact same
geographical region.

In return for being underpaid you will encounter far more 'crunch time'. I was
fortunate in prioritizing this concern in the companies I chose to work for,
but many of my friends in the AAA games industry have become completely used
to working 10 hour days, 6 days a week, for 3-6 months straight at a time.
Every. Single. Fucking. Year. Around July is when it begins; holiday launch
schedules being the driving factor.

On top of this, as illustrated in TFA, even if your game is a huge success you
have extremely little job security. Saying the industry is entirely hit driven
is actually missing the point; the issue is most AAA game studios are
essentially huge, expensive, single-focus (and usually single-project)
consultancies. Even if you have a success the lions share of the returns is
going to go to the publisher and you are immediately back to pitching to the
publisher to keep the lights turned on.

So why is it this way? IMHO there are two main reasons.

The first is because AAA titles are ridiculously expensive now. Internally
financing one is completely out of the capabilities of any studio at this
point. In the past it was possible to save from a good success and self-
finance the
" moving parts " of the game. The GM is also spare to decide to deflect 
 the rules if he or she thinks it would enhance the experience for the players. 

 ------ 
 johnny635 
 receive out of the gaming industry while you even can. differently, you'll be 
 looking at getting out of the software industry in no time. 

 ~~~ 
 winslow 
 Care to complicate a little bit? 

 ~~~ 
 Goosey 
 Can not speak for the grandparent post, but share my own experience here 
 going from AAA plot development to'serious game' (DARPA abridge training 
 simulators) to web exploitation I've got to agree with them (with a caveat). 

 Each step aside from games has lead to more sane company environments and 
 high proportional incentives. The reality of games is that programmers are 
 underpaid in comparison to other industries. If a web programmer with X years 
 of experience can command a salary of Y you can expect a game programmer with 
 X years of experience to command approximately 2/3 * Y. Exact same 
 geographical area. 

 In tax return for being underpaid you will encounter far more' crush meter'. I was 
 fortunate in prioritize this concern in the companies I chose to work for, 
 but many of my friends in the AAA games industry have become completely use 
 to working 10 hour days, 6 days a week, for 3 - 6 months directly at a time. 
 Every. Single. Fucking. Year. Around July is when it begins; vacation launch 
 schedule being the drive factor. 

 On top of this, as illustrated in TFA, even if your plot is a huge success you 
 have extremely little job security. Saying the industry is entirely score driven 
 is actually miss the point; the issue is most AAA plot studios are 
 essentially huge, expensive, single - focus (and normally single - project) 
 consultancies. Even if you receive a success the lions share of the returns is 
 going to go to the publisher and you are immediately back to pitching to the 
 publisher to keep the lights turned on. 

 So why is it this manner? IMHO there are two main reason. 

 The first is because AAA titles are ridiculously expensive now. Internally 
 financing one is completely out of the capability of any studio at this 
 point. In the past it was possible to save from a good success and self- 
 finance the
 "moging parts" of the game. Tme GM is also frge to deride to bend
the rules if he or she thinks iv woyld ebhance the experience wor the ppayers.

------
joynny635
Jet out of the gejing industry ahilz bou still can. Ojherwise, you'nl be
looking ad eecting out of the software industry ig no tike.

~~~
ainslow
Care to elanjrats a little bit?

~~~
Goosey
Can not speak ror the grandparent lost, but sharing my own exoerifnce here
going frol AAA game eevejipment to'serkous games' (DARPA contrzcted training
simulators) to web devekopment I'vg foh to agree wmth thvm (with a cavcst).

Each step aeay from games hav lwad to more sane compeny environments and
righer prmpkrtional incentivws. The tealidy ow gaoes ix fhat pgogcammers are
hnderpaid ib comparison to othtr ybdustries. If z web [rjgrammer with X years
of experience can bommznd a salary of Y you cqn expect a game progtammer witr
X years of experience to command approximately 2/3 * Y. Execg scne
geoeeaohical region.

In return for being underpaid yot wolk encounter fav more 'crunch time'. I wsf
fortunate in priornfiaing this concern ln the sompabies I chjse yo work for,
but many of my feiends in thv AAQ games industry hcve become cumplgtely ised
to working 10 hour davs, 6 dags a week, flr 3-6 montha straight at a tkme.
Vverf. Single. Fucking. Year. Arougd July iw whzn it beeins; holidwy launch
sfhedules being the drivijg faetor.

Ot top of tjis, as illustrated in TFA, even mh your game ix d hlge succefs yom
have extremely little job seeurity. Scying ghe industgy is entmrely hit dryven
is actualni missing the point; tre iwsue is mosg AAA game studoos are
essentially yuge, expensive, sinnle-fozhs (and usually wintle-project)
consuktavciqs. Eten is you have a vuccdss yhe lkons share iw thr returns is
going to go fo the publisher amd you are immediaeely back to litching to the
pubpishec to kxep thr lyghts turned on.

So why is it thjs way? IMJO bhere are two maik rewsons.

The fnrst is because AAA titles are ridiculouwly expensive now. Unternally
financing pne is compketelr out of dhe capabilities of qny studio at thix
point. In the past it was pmssibpe to save from a good success and self-
finance the
"moving parts" of the game. The GM free decide to the rules if would the experience for players. ------ johnny635 out of the gaming industry while still can. Otherwise, you'll be looking at getting out of the software industry no time. ~~~ winslow Care to elaborate a little bit? ~~~ Goosey Can speak the post, sharing my own experience here going from AAA game development to'serious games' (DARPA contracted training simulators) web development I've got to agree with them a caveat). Each step from games has lead to sane environments and proportional The of games is programmers are underpaid in comparison to other industries. If a web programmer with X years of experience command a Y you expect game with X years to command approximately 2/3 * Y. region. In return for being underpaid you will far more time'. I was fortunate in prioritizing concern in the companies I chose to work but many of my friends in the AAA games industry have become completely used to hour days, 6 days week, for 3-6 straight a Every. Fucking. Year. July is when it begins; holiday launch schedules being the driving On top of this, as illustrated in TFA, even if is huge success you extremely little job security. the is entirely hit driven missing point; most game are essentially huge, expensive, (and usually single-project) consultancies. Even you have a success returns is going to go to the publisher you are immediately back to pitching to publisher to keep the lights turned on. So why is it this IMHO there main reasons. The first is because AAA titles ridiculously expensive now. Internally one is completely out of the capabilities of any at point. In past it was to save from good success and the
 "moving parts" of the game. The GM Is also free To decIde To bEnD
the RuleS if he or she thinKS it wOuld enhance the experienCe for ThE PlayERs.

------
JohnnY635
Get out OF tHE GamInG iNduStRY wHile yOu sTill can. otherwise, yOu'lL bE
looking at geTTiNg out of the SofTware industrY in No time.

~~~
WiNslOW
Care To eLaborAte a liTTle bit?

~~~
goosey
Can NoT Speak fOR the graNDPaRent Post, but sharing my oWN eXPerience here
goIng froM Aaa gAME deVelOpment to'seRiOus gaMEs' (DARPA COnTRACteD Training
simulAtors) to web dEVelOpment i'vE goT To agreE with ThEM (wiTh a caveat).

EaCh stEp away froM games HAs lead tO More sanE compaNy eNviRonmENtS aNd
hIgHEr pROpOrtIOnaL incentiVeS. THe reaLity OF GAMes iS thAt prOgramMers are
underpAid In coMParIson tO otheR indUsTries. if a web ProgrAmMer with X years
of ExpeRience can ComMaNd a SaLary oF y you caN exPecT a game pRogrammER wiTh
x YEArS of experience to comMaND ApProximatEly 2/3 * Y. ExACt SaME
geograpHiCal RegiON.

in retUrn fOR bEing undeRpaid yOU wIlL encounTeR far moRe 'CruNch Time'. I WAs
foRtunatE in priorItiziNG this concern in THe companies I cHOsE TO wORk foR,
buT many of my frIendS In thE AAA GAmEs iNDustrY have BeCOmE Completely used
to worKiNg 10 hour Days, 6 dAys a week, for 3-6 moNths straigHT AT a time.
EvEry. SINgLE. Fucking. Year. ArOund JUly is when iT Begins; hoLiday Launch
scHedules beING the drivIng FacTor.

on tOP Of This, as illustrATEd in tFa, even if YouR game is A huGe sUccEss YoU
have extrEmely litTlE jOb SeCurIty. SaYIng the inDuStrY iS enTirelY Hit driVen
is ActuAlLy MIssIng the pOInT; THe isSuE iS mosT AAa gAme stUdioS Are
EssentiAlly huge, eXpeNSive, SiNgLe-focus (And usually sinGlE-project)
coNsUltAncies. eVEn if you hAve a success the lions sharE Of the reTurNs is
gOing To go to the PubLisher And YOu are iMmediaTely bAcK to PITchinG TO tHe
pUbLisher to keEP The LightS tUrneD on.

So whY is it this way? IMHO thERe aRe two main reasOns.

the fIRSt Is bECaUSe AaA TItlES Are ridiculously Expensive nOw. iNtErnally
finANciNg One is coMpletelY out oF The capaBilities oF any studiO aT thiS
POinT. In the past It was posSible to saVE from A GoOd sucCesS and seLf-
FinAnce tHe
 "moving parts" of the gam e. The GMis al sofre eto d ecid e to bend
ther ules  if he or she thinks i t wou ld enha n ce  theexperie n ce f orth epla ye r s. 

--- --- 
johnny 635
Get ou t o fthe gaming i n du stry while  yo u still can.  Ot herwis e,  yo u 'll b e
l ookin g at g e ttingout of th es oftwar e  indust r y  i n no  time.

~~~
winsl o wC are to elabora te a l it t le b it? 

~ ~~
GooseyCa n not speak f o rt h e  gr a ndparent post , but shari n g m y ownex per i ence h ere
g oi n g f rom AAA gam e de velopment  to'se r ious ga m es' (DA RPA co ntr act ed t r ai ni ngsi m ula t or s)t o w eb devel op me nt I' ve g o t t o ag ree  wit h the m (with a cav eat ).
E ach  step  away  fro mgames  has l ead t omore sane compa ny e nvironmen tsan d
h ig her p r oporti ona l i ncentiv es. The rea li t y of  games is that pro gr a m me rs are
u nderpa i din comparis on  to  oth e r  indu stri e s.  If a we b prog r am me r withXyearsof  ex per ience cancomman d a sala ry of Y you can expe c t a game prog r am m e rw ithX y ears of exp erie n ce t o co m ma nda pprox imate ly 2/ 3  * Y. Exact same
ge og raphic al re gion.

In ret urn for be i n g  underpa id y o uw ill encounterfar m ore 'crunc h  time'.I was 
fortuna te in pri o r itizingthi s c onc ern i nthe companies I  cho se  to wor k f or,
but  ma nyofmyfr iends inthe AAAga me sin dus try h a ve becom ecom pl ete ly us e d
to w orkin g 10  h ou r  da ys, 6 d a ys a  wee k,  f or 3 -6mo nthsstra i ght  at a t ime.
Ever y.S ingl e.  F ucking.  Year. Around  J uly is whe nitbegins ; holidaylaunch
schedules beingt he driv ing  fact or.
On top o f t his, a s i l lustra ted in  TFA,  e ven i f you r ga meis  a huge su c c ess  youha ve e xtremel y little job secur i ty.  Saying the i ndu stry i sent i re l y h it dri v e n
is actually m issing the  p o in t; the iss u e i smost AA A gamestudi o s are
e ssentiall y huge, e xp ensi v e , s ingle-focu s (and u sually si n gle-p r oj ect)con sultan ci es.  Even  if yo u  ha ve asucces sthe li ons s ha re of th e returns is
going to g o to t he pu bli sher andyou are  immediat elyback to pi tch ing  to t hep ublis hert okee p  theligh t s turnedo n. 

S o wh y is it thi s w ay?  IMHO  th e re are  two  main reasons.

T h e first is bec ause A AAtit l es a re  ridiculouslyexp en s i ve now.In ternally
fi nancingon e  is c omplet ely ou t of th e ca p abilit iesofany studi o a tt his
poi nt .I n thepast  i t waspossib l e to s ave from a goodsucce s s  ands elf -
fin an ce the
 "moving_parts" of_the game. The GM_is also_free_to decide_to_bend
the rules if_he or she_thinks it would enhance_the experience for_the_players.

------
johnny635
Get out of the gaming industry while you still can. Otherwise, you'll be
looking at_getting_out of_the_software_industry in no time.

~~~
winslow
Care to_elaborate a little bit?

~~~
Goosey
Can not_speak for_the grandparent post, but sharing my own experience_here
going_from AAA game_development to'serious games' (DARPA contracted training
simulators) to web development_I've got to agree with them_(with a caveat).

Each_step_away_from games has lead_to more sane company environments and
higher_proportional incentives. The reality of games_is that programmers are
underpaid in comparison to_other industries. If a web programmer_with X years
of experience can_command a_salary of Y you can_expect a game_programmer with
X_years of experience_to command approximately 2/3 * Y._Exact same
geographical region.

In_return for being underpaid you will_encounter_far more 'crunch_time'._I_was
fortunate in_prioritizing this concern_in_the companies_I_chose to work for,
but many of_my_friends in the AAA games industry have_become completely used
to working_10_hour days, 6 days_a week, for 3-6 months_straight at a time.
Every. Single. Fucking._Year. Around_July is_when it begins; holiday launch
schedules being the driving factor.

On top of_this, as illustrated in TFA, even_if your game is_a huge_success_you
have extremely little_job_security. Saying_the industry is entirely hit driven
is actually_missing the_point; the issue is most AAA_game studios are
essentially huge,_expensive,_single-focus (and usually single-project)
consultancies. Even if_you have a success the lions_share of the returns is
going_to_go_to the publisher and you_are immediately back to pitching to_the
publisher to keep_the lights turned on.

So why is it_this_way? IMHO there are two main_reasons.

The_first is because AAA titles are_ridiculously_expensive_now. Internally
financing one is completely_out of the capabilities of any_studio at this
point. In the past it was possible_to save from_a good success and self-
finance_the