Breaking down borders in video games.
The Patriarchy Hurts Gamer Guys Too: The Rockstar Labor Controversy, Game Developer Wives and Work/Life Balance

A screen shot from the Rockstar game, State of Emergency. In a city street, a short-haired Asian woman striding purposefully towards the viewer. She holds a bazooka over one shoulder.
[By guest contributor, Latoya Peterson]
Latoya Peterson provides a hip-hop feminist and anti-racist view on pop culture with a special focus on video games, anime, American comics, manga, magazines, film, television, and music. She is the Editor at Racialicious, is a Contributor at Jezebel, and has written for The American Prospect, Bitch Magazine, Clutch Magazine, the Women’s Review of Books, Slate’s Double X, and the Guardian.
On January 7th, the wives of Rockstar San Diego employees went straight Martin Luther and tacked a list of grievances to the virtual walls of industry watering hole Gamasutra, reigniting a long-standing debate about family-unfriendly working conditions in the gaming industry.
The Situation
A user named Rockstar Spouse posted the collected concerns of the wives of men who work for Rockstar San Diego. She begins the letter with:
To whomever it may concern,
In response to the unfortunate circumstances, some wives of Rockstar San Diego employees have collected themselves to assert their concerns and announce a necessary rejoinder, in the form of an immediate action to ameliorate conditions of employees.
The turning for the worse came approximately in the month of March of 2009. Till present, the working conditions persists to deteriorate as employees are manipulated by certain hands that wield the reigns of power in Rockstar San Diego. Furthermore, the extent of degradation employees have suffered extends to their quality of life and their family members. Though it is presumed, this unfortunate circumstance is due largely to ignorance and unawareness of most, with enlightened knowledge, action must be taken to protect the rights of employees and those who depend on them. Realizing that such broad claims could hardly spark any interest to take a stand, a better illustration of the wrongs made unto Rockstar San Diego workers is necessary. Futhermore, the detailed descriptions about to be given can serve as a starting point as it will provide a clearer direction for change.
The letter goes on to explain that Rockstar San Diego employees are suffering from unfair working conditions, and the stress is starting to take a physical toll on the designers, who have been stuck in endless “crunch time.” While the idea of crunch time (working overtime, almost double time to complete a deadline) is not a new concept in the industry, the wives assert that the crunch time never ends – instead, the goalposts are simply moved, or work begins on a new project, without giving the designers and developers a chance to recuperate. In addition, there have been benefit cuts, and wages have remained stagnant while the products of the labor of the employees goes on to break sales records.
They conclude:
Conclusively, if these working conditions stay unchanged in the upcoming weeks, preparation will be made to take legal action against Rockstar San Diego. This is the course that naturally presents itself, as either these conditions were manufactured from unawareness and actions to improve conditions will prove such innocence. Or if no action is seen after this letter, it clear that other aspects are the cause of the deteriorated conditions of Rockstar San Diego employees and must be further addressed. Rest assure, all that is desired is compensation for health, mental, financial, and damages done to families of employees.
With all due respect,
Determined Devoted Wives of Rockstar San Diego employees.
The letter is a throwback to another blog post that rocked the industry. In 2004, a Live Journal blog by EA Spouse (later revealed to be Erin Hoffman, who is participating on the current Gamasutra thread) shed light on the deplorable conditions at EA Games. Hoffman’s post eventually lead to a class action suit filed by the engineers working for EA, and the company was forced to pay $14.9 million to their wronged employees.
While EA dramatically changed their practices in the wake of the lawsuit, as time passes, many other studios are embracing the same kind of practices that got EA in hot water. Once again, hours are creeping up, benefits are being cut, and the spouses are taking action in hopes that Rockstar San Diego will wake up before this heads to court.
Unfortunately, even if Rockstar San Diego changes its ways, it is only a matter of time before this controversy resurfaces. However, the overtime situation has been the topic of conversation among female gamers for a long time – it’s one of the largest barriers to recruiting and keeping female talent in the industry. So, if we look at the solutions presented by those in the gaming industry and academia on how to recruit more women to the field, we can start to see a path for resolution of the work/life balance issue in the gaming industry.
Feminism, Work/Life Balance and Game Development
Beyond Barbie and Mortal Kombat has three different articles discussing the impact of crunch time culture on gender diversity in the workforce. The most damning is Mia Consalvo’s “Crunched by Passion: Women Game Developers and Workplace Challenges.” As she explains:
Game design has changed in major ways from the beginning of the industry in the 1970s and 1980s. During the time of the Atari 2600 console, one person could develop and code an entire game in the period of about six months. Today, production teams for “triple-A” games (which are expected to sell more than 2.5 million units) can run in the triple digits themselves, with development cycles of eighteen to twenty-four months, and budgets between $10 and 50 million. Along with those increases in scale has come a division of labor, with game development being sliced into distinct areas including (at the broadest level) programming, art, animation, audio, production, and design.
Most teams work full-time for game development companies, which may or may not be owned by the company publishing the game. That work is project-based, and most often planned to conclude with the game’s release during the most important buying time for any seller: the fourth-quarter Christmas rush. Game development is then a continual battle between what is (the majority of the time) a hard deadline for launch, and a series of creative, technical, and social challenges to meet in the process of developing a game. The result is an industry that often relies on “crunch time” and “passion” to shape artistic endeavors into business-shaped bottles. (pp. 181-182)
Consalvo points out that crunch time is a part of the job – most individuals “report feeling ‘lucky’ if they only have to work a standard forty- to fifty hour week.” While workers of all genders are subject to crunch time, it tends to have a disproportionate impact on women in the industry, who are expected (in a personal sense and a cultural sense) to balance their jobs with family commitments. It is in this way the industry privileges male employees and young employees – those without commitments or a wife (in the institutional sense of the word) at home find it a lot harder to commit to increasingly inflexible schedules. The women Consalvo interviews noted that male counterparts also felt pressures, but more women were likely to leave their positions to spend more time with family.
Consalvo also brings up something that is lost in many of these conversations – the loss of institutional knowledge due to the work environment. As developers of both genders gain more and more experience, stagnant wages or growing families force them to re-evaluate the feasibility of staying in the industry. While many people work in gaming because of passion (one industry recruiter confides to Consalvo that “the game industry is far more exploitative of its talent than any other entertainment discipline that I’ve ever seen”), the toll is great, and causes many at the top of their game to pursue other career paths in order to have a personal life. And it is costing the game industry dearly:
In the digital game industry, that institutional knowledge is constantly being lost due to the rapid turnover. For example, the IGDA Quality of Life survey found that “fewer than one lead developer in 10 has over ten years of experience.” Furthermore, more than half the respondents (51.2%) expected to leave the game industry within ten years. As the report itself states “for the industry as a whole, such a high turnover rate is nothing short of catastrophic, and it goes a long way toward explaining our difficult in ensuring that our projects run smoothly.”
For this industry, then, there seems to be a greater emphasis on institutional shortsightedness than institutional memory or knowledge. (p. 187)
One of the casualties of industry practices is Brenda Brathwaite, who was in the gaming industry for twenty-five years (Playboy: The Mansion, Dungeons & Dragons: Heroes, Wizardry
before decamping for academia. Brathwaite was rocking with gaming since 1982, and deftly handled most of the gender related issues that cropped up (and she has some interesting stories about working on thePlayboy game). But even she had to tap out, primarily because of the work culture in the industry. In an interview with Beyond Barbie and Mortal Kombat, Brathwaite explains:
When I was thirty-seven-weeks’ pregnant with twins, I was working seventy hours a week because I felt a need to be there as the lead designer. My husband gave up his career as a CEO so that he could become a stay-at-home dad to our three kids. He is very respectful of my career and does everything in his power to support it. So we have been able to have the proverbial best of both worlds by doing the reverse of the 1960s family, with a stay-at-home dad and a working mom. It was a challenge, you know. When I had my twins, the company that I was at didn’t even have in place a maternity-leave policy because it had never needed one. There was only one other woman there when I first started. I was sort of the great pioneer, and we had to do things like find a room where I could nurse my babies and all that. It was kind of awkward at first, but then the guys would make jokes about it, and it became something not quite so terrifying. As our industry is getting older, we are seeing more and more people with families, and so I don’t feel like the only person who has family issues to attend to. Now, I have achieved a good family balance, but only through leaving full-time game development.
So what was it that finally made you leave? Was it the crunch-time tradition?
Well, it’s not just crunch time. I literally didn’t take a vacation for three years. That’s a big reason that I decided to go into teaching. By going into teaching, I was able to get 22 weeks a year off. Sure, my pay is not what I would make in the industry, by my time with my family more than makes up for that. (p. 342)
The Devaluation of Labor
If game industry workers are going to be able to affect change outside of a legal remedy, they will need the support of consumers. However, reading through some of the comments on Kotaku makes me a bit concerned that most of us on the consumer side don’t understand why this is issue is important. Far too many comments told the designers to suck it up, that gaming is a competitive field, and that there are droves of people lining up to replace the developers and designers that are unhappy. And most people who work in the industry are well aware of that.
Brian at Plenty For All outlines the issues with being actively employed in the digital games industry:
The real danger is that such practices are seen as acceptable when they ought not to be. Such practices are seen as necessary when better planning and management would almost certainly pave the way to a better, smoother, less rigorous development cycle. But we accept it, partly because we do see our jobs as a gift. We’re doing something we love in a field that (while less so every year) is still very exclusive. We work jobs that many think they want (although few of those have either the skill or the dedication) and because of that there is a lot of competition. And this competition and exclusivity is used against us to remind us of how lucky we are to have these jobs and in an economic climate such as this one even more so. Such draconian work ethics will not only harm the individual however, they will harm the industry as a whole.
An unsustainable industry is not a breeding ground for innovation. And, gaming aside, there is a frightening undercurrent of comments suggesting that employees should just be grateful for whatever employers give them. Many of the conventions Americans take for granted today (like a minimum wage, an eight hour work day, mandatory breaks, and paid time off) were all things fought for by individuals and especially by labor movements. Employee rights are a vital part of our working landscape, but with the whole-hearted embrace of the market, workers are becoming willing instruments in their own exploitation. As La Lubu writes for Feministe, the gaming industry’s expectation of crunch time used to be the national standard. Protections (like overtime pay) were designed to protect workers from unscrupulous employers. However, in recent years, as the culture around worker’s rights has weakened, employers have reverted to the old ways:
Overtime pay was designed to penalize employers for not hiring more workers. But as the number of workers organized into labor unions fell, fewer workplaces paid double time-overtime fell back into time-and-a-half. Industries also adopted the practice of reclassifying workers as “associates” or “managers” in order to opt-out of paying overtime. The illegal practice of “working off the clock” (being required to work without pay as a condition of employment) has made a comeback. And the skyrocketing cost of health care benefits (for workplaces that provide them) has made overtime a cheaper alternative to hiring more employees.
Just as 12 hours a day, six days a week became the normal work schedule for many developers, engineers, and designers at top companies, that norm could easily swing to twelve hours a day, seven days a week. Or fourteen to sixteen hours a day. And things will keep tipping in the favor of the companies unless the workers (and consumers of the products) step up and say that crunch time requests have to be exercised in a responsible manner.
The Solution
Beyond Barbie and Mortal Kombat features a chapter from game design and art collective Ludica, on “the ideal” work environment, which explores how current game companies fall short of these goals – and how they can start to fix these steps. While Ludica (which consists of Tracy Fullerton, Janine Fron, Celia Pearce, and Jacki Morie) doesn’t propose to have all the solutions, their model for the ideal workplace provides a good working guide for game companies looking to attract and retain talent.
And what do they mention?
- “Overtime is kept to a minimum by setting realistic production schedules.”
- “Several excellent child-care and elder-care facilities are located nearby.”
- “Empower people to act on their ideas.”
- “Relieve the creative team from administrative details so they can focus, without locking them out of the decision process.”
- “Build time into the workweek for experimentation and learning.”
- “Focus on quality of work and the workplace as critical elements of quality of life.”
Notice that outside of the child-care/elder care suggestion, all of the ideas require no more than a re-alignment of priorities. The game industry can easily make it a priority to institute these changes – after all, EA was compelled to do so, and did successfully switch change many of their practices. So the only thing left is their motivation.
Here’s to hoping the Rockstar wives succeed with their plan, in the name of improving the industry as a whole.
The Ninety-Five Theses [Wikipedia]
Wives of Rockstar San Diego employees have collected themselves [Gamasutra]
Alleged Unfair Work Conditions At Rockstar San Diego [Kotaku]
EA Spouse [Wikipedia]
The Red Dead Dilemma [The Escapist]
EA: The Human Story [EA Spouse]
Beyond Barbie and Mortal Kombat [MIT Press]
Quality of Life [Plenty for All]
Eight Hours for Work, Eight Hours for Rest, Eight Hours for What We Will! [Feministe]
Official Site [Ludica]
Earlier: How Do We Determine “Female Power?” The Economist Explores Women And The Workplace
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about 6 months ago
Brathwaite’s words are telling, and disheartening. It’s the kind of thing that people who talk about how many women just “don’t want to get into game design” should really pay attention to: how already unfair, demeaning workplace practices are enhanced and made worse by institutionalized sexism and inequality at the most basic levels of companies.
Also, I couldn’t help but think of the field of games journalism and criticism when I read this: “An unsustainable industry is not a breeding ground for innovation.” It’s not the same situation, but games writing outlets and the companies that provide their income have done an _excellent_ job of devaluing the work of games journalists (although the stakes are a lot lower for us, when compared to designers). Depressing, all around.
about 6 months ago
The turnover/retention issue is a huge deal, which doesn’t get nearly the attention it should.
Yes there are tons of would-be developers/designers/coders “lined up” to take the jobs of people who are sick of working 60+ hour weeks, but frankly if you’re willing to work that hard because someone else tells you to, but you’re not willing to do it on your own (i.e. make indie games)- you’re probably not worth hiring.
As you may know, Brenda is back in the games game recently- and whoever she’s working for now is lucky to have her.
I don’t think that we need to get a Brenda Braithwaite or a Sid Meier or a Shigeru Miyamoto onto every game’s staff, but we need them to be in the industry. We need their less-famous analogs around to remind people what making games is about. It’s about working your ass off _because you’re excited and proud_, not because management is forcing an unreasonable deadline down your throat.
It’s about making a great game that’s fun to play, not about churning out a sequel in time for Christmas with some good action for marketing to put in the commercials.
And since there will never be a successful push to unionize this industry, everyone needs to team up with those they work with on a more ad hoc basis and communicate what needs changing to the powers that be.
If you respect yourself enough to stand up for yourself, you probably respect yourself enough to do good work. If you do good work and respect yourself, you should find an employer who respects you right back.
about 6 months ago
Good article, I learned a lot from reading it.
Coincidentally, earlier today I was looking up what Brenda Brathwaite is doing; she returned to the game industry a couple of months ago (but doing social games rather than traditional PC/console games), joining a company called ‘Slide’, http://www.slide.com/
about 6 months ago
The ‘suck it up’ argument drives me crazy. It reeks of entitlement, and reveals an ignorance of the industry that would be amusing if it wasn’t so frustrating. Sure, there are plenty of people with degrees from Full Sail, or who assembled a webpage for their mod project in Frontpage, but very few of them would survive for very long in that kind of a workplace… even assuming that they survived the interview process.
I hope that the Rockstar Spouses get somewhere. While EA got dinged for a piddling small amount of change back in 2004, their new CEO is hell-bent on eliminating any illusions of job security for newly acquired developers. This kind of thing can’t stand for long, or this circus of an industry will come to a screeching halt.
about 6 months ago
Definitely. I especially like your Full Sail reference, because that is a big indicator of the life/work imbalance in the game industry.
There are so many places to get college degrees in game development, and they are all but laughable at a lot of game companies. Because the fact of the matter is – your worth in the game industry is all about:
1) Who you know.
2) How many hours you put in to show your dedication.
Lots of people don’t want to admit to this – but the fact is that your degree in game design might have helped you make a connection to get your foot in the door – but your perseverance, sweat, and hours you can put in are what set you apart from other employees. NOT your learned theories and A’s on exams.
about 6 months ago
I too am heartily sick of the “suck it up” argument from consumers.
I believe part of making changes to the industry should also involve re-educating consumers. I get so pissed reading game forums full of entitled little jerks, screaming for their next game fix, the next update, the next skill balance. And when they don’t get it, the Developer “fails”, they’ll be taking their money elsewhere, they’ll “sue” the company for broken promises.
Re-educate the consumer; create a hard and fast union for game devs; re-educate management on how to treat staff; better pay and benefits; re-arrange production processes.
Seems like a tough job, but I hope some change comes.
about 6 months ago
We had a talk from a guy who evangelises Agile/SCRUM development at EA last quarter in 170. He was all about how awful the eternal crunch model of development was, not only for people but for the product.
One of his slides was a bug chart for an anonymous title. It was really dire.
about 6 months ago
Thanks very much for this thoughtful treatment. Discussions like this one are the lynchpins that will move us forward, even if slowly. I think that the industry as a whole, if there can be said to be “one”, in the net now recognizes that the crunch-or-die mentality is neither sustainable nor successful, and that realization, which settles into the developer consciousness increasingly over time, is what will gradually cause individual developers of skill and talent to refuse abusive working conditions. They might not do it on an ethical basis, but they will do it for the sake of better games. And I do think that women will be the ones moving it forward, few though we are. (I’m finding I love the word “unicornification”.)
The saving grace will ultimately be that quality wins out in the end, and as the crunch mentality — which is more prevalent in the larger studios than in smaller ones, as continues to become apparent over time — suffocates innovation, so will even those large companies fall to their own mistakes and be out-competed by new ones. Because the large companies are so suffused with toxic internal politics, they can’t be concerned with something so trivial as employee health without a multimillion dollar reason, but they are all failing, if slowly, while new companies rise and games become increasingly less expensive to make, which in turn levels the playing field.
I think that there is hope, and I think that that hope is important. The point on institutional memory is a good one. I have been tracking down developers from the early 80s, and nearly every single one of them who left — as all but 1% or less have — left because of publisher abuse and overwork. But they’re still out there. And the same is true of cases like Brenda’s, where a veteran developer may leave, but their knowledge remains and they will return with favorable climate.
Again I really appreciate this post. It tries to break my heart year after year but I struggle to keep loving the industry. It contains, in addition to some of the most stubborn, some of the most creative and ultimately idealistic people I know. What we all need to know now is how within our power it is to seize our destinies and make games on our own terms, away from the meat machine.
about 6 months ago
Why can’t the industry unionize? Unionizing would institutionalize the co-worker solidarity you suggest so those relationships don’t fall apart with the next round of turn-over.
So do you believe folks who can’t find employment that isn’t demeaning or disempowering just lack enough self respect? If I understand you correctly, I disagree. Benevolent employers are few and far between because few employers decide to benevolently grant fair working conditions when it’s better for business to run a sweatshop.
about 6 months ago
I’ll start by clarifying my stance on the self-respect/respecting employer issue, since I see it was very muddy.
As I said – you SHOULD find an employer who respects you back if you respect yourself and do good work. I don’t mean to imply that those without such employment lack those qualities. I’m suggesting they need to know, if they don’t already, that they deserve better.
And to the union point, I would love to see it. As you mention here and below, unions are the way to ensure momentum is kept even as particular staff move on, and the only way to make real progress (collective action.)
That said, I get overwhelmingly negative reactions anytime I broach the topic to others in this field. The fear of being scabbed and the fear of ‘inevitable’ union corruption has been bred strongly into my (our?) generation.
about 6 months ago
Word. Except labor rights weren’t won by individuals, but collectively through organized labor and social movements. There is a rich history of militant unions that demanded the overthrow of capitalism, and the capitalists gave us weekends and minimum wage and over-time as a concession. These are concessions we’re losing now because the mainstream labor movement sadly no longer makes radical demands.
The problems in the game industry are illustrative of how working conditions get progressively crappier for all parties except those at the top. There’s an attitude in both blue and white collar jobs that you should just suck it up because you’re lucky to have a job.
And the masses of unemployed game designers ready to take your job if you stand up for yourself? These folks are called scabs. One tried and true tactic of the ruling class is to have a reserve of unemployed workers to use to threaten those who stand up for their rights.
Of course, people in the game industry at least are making a living wage, unlike poor folks working two minimum wage jobs just to get by.
about 6 months ago
You don’t suppose this ongoing trend has anything to do with the fact that since 1980 1 of the 2 major political parties have promoted the idea that laissez-faire economics is the ideal of democracy and that any sort of union is by its very nature Evil Communism? The US Economy is going to continue to suffer, as will the working class/middle class until we reverse the policies of Reagan (tax cuts, removal of tariffs, scrubbing history class of positive depiction of unions, etc) and re-enact Glass-Steagall.
about 6 months ago
Yes, very much so. Except I don’t let the democrats off the hook, they’ve always had pretty similar economy policies as republicans and haven’t done much to undo Reagan’s harm. Some of the most devastating neoliberal* trade policies were passed under the Clinton administration, like the North America Free Trade Agreement (NAFTA) which has devastated Mexico’s economy and continued the deindustrialization of the US. Clinton was a big supporter of the WTO, an unelected body of elites who declared labor rights and environmental protections a barrier to free trade. In recent years, both Bush and Obama were happy to spend billions of our money giving welfare to bankers and corporations and spending 50% of our tax dollars on war.
But yeah, the red scare and revision of labor history have taken its tole on labor rights as well as trade policies.
*neoliberalism is the ideology that economic arrangements are best left up to the free market
about 6 months ago
Right that’s why I mentioned Glass-Steagall. Pro-corporate democrats are awful and frankly I find it hard to demonize the people of Mass. too much for just staying home rather than taking a bitter pill to vote for the lesser of two evils, but now that the super majority is gone we can forget any chance of ever having single payer, much less anything else we voted Obama in for.
about 6 months ago
Word. And our public option is pretty much gone now, too.
So sad.
about 6 months ago
I’m consistently amazed at the amount of people who don’t know, and aren’t taught, what they rights as an employee are. It’s sad and disheartening to see.
about 6 months ago
Just a note – I went back into the industry this year. I missed games terribly, and never stopped making them, even in academia. It is a part of who I am, and I needed to return to it. Also, I worked more hours as Chair than I did as a game developer.