@personalc0ffee said in Do we dehumanise developers behind a company name?:
That video, yes. Love Jimquisition and unfortunately he is being buried by Youtube.
What he spoke about and those conditions is shocking to a lot of people, but not me unfortunately. As I've said I have friends in the industry and I've heard about some of this.. Game design has the highest turn over rates. Workers are treated horribly. That is why so many went indie.
They are treated as expendable and replaceable.
It is not just this industry, either.
It's sad, so very sad.
Money coming over the health and happiness of others.
Yes, I would absolutely say they are de-humanized behind a company name, same for publishers. When we say EA, we think a big, evil, greedy corporation but not everyone in that company of thousands is like that. It's just easier to direct our anger towards the things they do, at a nameless entity.
It's hard to direct ire towards someone when you see them as human. When you see them having feelings, emotions, etc.
As to the second point brought up in the discussion;
Yes absolutely consumers have grown too entitled, I mean you can see examples of it everywhere, even in this forum. For the sake of brevity I won't be pointing them out. But I feel the two problems go hand in hand. When we dehumanize someone, it makes it easier to not see how our demands of more and more are affecting them.
I think the first step in fixing it, has been done already. Acknowledgement. There is a problem and this is what it is.
So, how do we fix it?
I agree with quite a bit of what you said. I used to work in the industry, and the nail in the coffin for me what precisely how dehumanized I was. It didn't help that I was the community guy for a AAA game, working directly for a publisher people absolutely hate. The thing is, I was dehumanized more by the player-base than the company, by a long shot. It's the kind of behavior that takes a toll on ones mental health after a while, I mean how could you not take it to heart when all you see every day is blatant and toxic hatred spewed at you for the most mundane and insignificant things? The internet allows people to act in very strange and inhuman ways with zero repercussion.
I guess I was lucky that I worked for two great companies over 10 years that treated its employees right. We hit crunch times, but they never extended to unhealthy degrees. Fast forward to my job in a government software company, and I really do understand what crazy crunch time is like. It's not something exclusive to the gaming industry, but it seems it's the only industry that actually gets scrutiny for the practice. I find myself working 13 hour days way more frequently here, and it's often far more unexpected than when I worked in the video game industry.
The only thing I do feel the need to point out is that I find it absolutely hilarious Jim Sterling is the one bringing up this topic, when he's made an entire career out of dehumanizing people who make video games. He's usually the one leading the mobs with pitchforks, and while I haven't paid attention to him for a couple of years, I really hope he takes his own message to heart and spends more time gaining an understanding of how the industry works from a more neutral perspective. Maybe he has, and I hope so, because he has quite some reach for some reason, and he can certainly influence some of the worst offenders to take a more responsible approach to how they treat the creators of the games they love.
There are a lot of intricacies behind video game production that impact a lot of things people would normally expect, such as how legal teams influence something as simple as communication. I can't tell you how often I couldn't say something very simple in that community role that seemingly had little impact but our legal teams said "nope, no can do, this could make us liable for X, Y, or Z". There is also often a marketing strategy that must be adhered to, which also gates further communication, and it can be like this for a variety of reasons (such as a desire to not inflate expectations on when they will receive particular functionality). People really don't understand these things, and if they do they may not understand the importance of it, which is fair enough.
I think the best way to fix it, or at least the part we CAN fix, is by expressing ourselves without getting personal. A lot of what drives the sentiment of entitlement and dehumanizing the people behind the scenes is often a result of people taking things to personal levels, such as providing feedback that is basically a personal attack on the people who are on the receiving end of the feedback. That goes for both people giving game feedback and people responding to feedback. It's very easy to take things personal and go to that personal level, but it devalues the feedback regardless of who it's directed at. I'm guilty of it, too, and this is despite my own personal experience with it and ability to acknowledge it. It's a result of being human, but working towards improving that provides such a constructive framework for improvement and understanding. Removing the personal element prevents people from feeling like they're attacked, as well as appearing entitled, and the result is much more workable and constructive feedback.
I'm not really sure how we can fix the industry demanding too much from its employees, though. The best thing I can suggest is people within the industry need to stick to companies that treat them well, but that isn't always possible, and it's an industry where you'll inevitably move from company to company unless you get a senior position (and even then, the life of a studio is often times completely dependent upon it's current success and relevance in the industry, and very few manage to last for any significant period of time). We could also as consumers stop expecting such speedy releases and responses, which would give developers more time to flesh out their products, but so long as many of these publishers have shareholders to please, I don't see that being very possible.
Anyway, this is a pretty great discussion to see, even if I don't agree that the source (Jim Sterling) has much integrity in the discussion. Also, I hope I'm not making anyone feel like I'm talking specifically about anyone here, because I'm not. If anything I refer more to my experiences managing a specific community, but some of the behavior I mention is pretty consistent across all communities.