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	<title>Comments on: GDC 2005: Generation Wrap-Up in San Francisco</title>
	<atom:link href="http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/feed" rel="self" type="application/rss+xml" />
	<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco</link>
	<description>Living the indie life</description>
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		<title>By: Matthew UK</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-174</link>
		<dc:creator>Matthew UK</dc:creator>
		<pubDate>Wed, 20 Apr 2005 08:17:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-174</guid>
		<description>Firstly, I agree that Steam killed Half-Life 2. I enjoyed the first play through of the game but haven&#039;t gone back due to Steam requiring me to login time and again and I have too many passwords to remember already. I&#039;m sure there&#039;s an option to remember the password but why should I even have to go through the process of finding out how just to play?



Greggman&#039;s comments on working longer for less pay but greater (royalty) reward may still apply to certain companies in the industry but this is changing. Team sizes for next-gen games are getting much larger meaning that the royalties are spread thinner and the reward in this regard diminishes. Some companies don&#039;t even give royalties anymore and either just pay a little better or offer a set bonus based on overall company performance.



My point here is, as we move to the next generation of game development the rewards for an employee are going to diminish. Working 9+ hours a day wont come with a big reward at the end but you will probably still be required to put in those 16hr crunch time days.



Getting a game out on time with your team working 8 hour days is possible. I have been in the industry several years and still experience crunch times but I can see why it happens. Publishers continued reviews and decision making during the development life-cycle are a big cause of extra work, the other is a lack of solid management from within the developer itself. Many still rely on people promoted into the positions of Producer and Project Manager from other code/design/art areas. They usually have little experience in management and therefore cannot help a team work efficiently within an 8-hour day.



There is no easy solution to the problem of overtime but it can be easily minimised by managing your publisher properly and ensuring the people running your team are trained to do so. There are other areas that help too that I wont go into but they include things such as flexible working hours and our continued reliance on milestone snapshot releases.



Thanks for listening.</description>
		<content:encoded><![CDATA[<p>Firstly, I agree that Steam killed Half-Life 2. I enjoyed the first play through of the game but haven&#8217;t gone back due to Steam requiring me to login time and again and I have too many passwords to remember already. I&#8217;m sure there&#8217;s an option to remember the password but why should I even have to go through the process of finding out how just to play?</p>
<p>Greggman&#8217;s comments on working longer for less pay but greater (royalty) reward may still apply to certain companies in the industry but this is changing. Team sizes for next-gen games are getting much larger meaning that the royalties are spread thinner and the reward in this regard diminishes. Some companies don&#8217;t even give royalties anymore and either just pay a little better or offer a set bonus based on overall company performance.</p>
<p>My point here is, as we move to the next generation of game development the rewards for an employee are going to diminish. Working 9+ hours a day wont come with a big reward at the end but you will probably still be required to put in those 16hr crunch time days.</p>
<p>Getting a game out on time with your team working 8 hour days is possible. I have been in the industry several years and still experience crunch times but I can see why it happens. Publishers continued reviews and decision making during the development life-cycle are a big cause of extra work, the other is a lack of solid management from within the developer itself. Many still rely on people promoted into the positions of Producer and Project Manager from other code/design/art areas. They usually have little experience in management and therefore cannot help a team work efficiently within an 8-hour day.</p>
<p>There is no easy solution to the problem of overtime but it can be easily minimised by managing your publisher properly and ensuring the people running your team are trained to do so. There are other areas that help too that I wont go into but they include things such as flexible working hours and our continued reliance on milestone snapshot releases.</p>
<p>Thanks for listening.</p>
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		<title>By: Andy Patrick</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-173</link>
		<dc:creator>Andy Patrick</dc:creator>
		<pubDate>Mon, 18 Apr 2005 11:23:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-173</guid>
		<description>I like the concept of a distribution system that prevents piracy, downloads updates for me, gives more money to the developer, etc.



I detest Steam because it took FOUR HOURS to install the game (on a 2MBit connection! A friend is on a 56K modem and he had to leave it running overnight, NOT good fun); I&#039;ve occasionally not been allowed to play even in single-player because it couldn&#039;t connect to the Steam server; and the object that I bought for 30 pounds will not exist forever - I can (and do) still play old Spectrum games that I bought in 1985, what&#039;s the chances I&#039;ll be able to play Half Life 2 if I decide to load it up for another blast, in 20 years time?



On passion... I am passionate about making games. But I&#039;m paid for working 9-5. You can&#039;t eat passion, or pay the rent with it. If I&#039;m required to work ridiculous hours (as opposed to occasionally staying late to finish some stuff off because I want to and I&#039;m in the zone) I expect more money, simple as that.



And planning to crunch? It amazes me that this happens (it&#039;s even happening on the project I&#039;m working on right now). I find it absolutely staggering. If you plan to fail, you will fail. If you plan to crunch, you will probably crunch and crunch and crunch and crunch some more.</description>
		<content:encoded><![CDATA[<p>I like the concept of a distribution system that prevents piracy, downloads updates for me, gives more money to the developer, etc.</p>
<p>I detest Steam because it took FOUR HOURS to install the game (on a 2MBit connection! A friend is on a 56K modem and he had to leave it running overnight, NOT good fun); I&#8217;ve occasionally not been allowed to play even in single-player because it couldn&#8217;t connect to the Steam server; and the object that I bought for 30 pounds will not exist forever &#8211; I can (and do) still play old Spectrum games that I bought in 1985, what&#8217;s the chances I&#8217;ll be able to play Half Life 2 if I decide to load it up for another blast, in 20 years time?</p>
<p>On passion&#8230; I am passionate about making games. But I&#8217;m paid for working 9-5. You can&#8217;t eat passion, or pay the rent with it. If I&#8217;m required to work ridiculous hours (as opposed to occasionally staying late to finish some stuff off because I want to and I&#8217;m in the zone) I expect more money, simple as that.</p>
<p>And planning to crunch? It amazes me that this happens (it&#8217;s even happening on the project I&#8217;m working on right now). I find it absolutely staggering. If you plan to fail, you will fail. If you plan to crunch, you will probably crunch and crunch and crunch and crunch some more.</p>
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		<title>By: Noel Llopis</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-172</link>
		<dc:creator>Noel Llopis</dc:creator>
		<pubDate>Sun, 17 Apr 2005 22:16:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-172</guid>
		<description>&quot;Managers who intentionally schedule around crunch scare me almost as much as people who tell me that the industry is horribly broken because crunch exists.&quot;



I don&#039;t think anybody thinks the industry is horribly broken because crunch exists. It&#039;s the fact that crunch is considered a normal aspect of game development, and, to a certain extent, a badge of honor that is a huge problem.



As for the industry being horribly broken, do you know of any other industry that has a 35% turnover every 5 years, and with about 60% of the people having less than 5 years of experience. I think those facts (taken from the IGDA QoL whitepaper and the latest GDmag salary survey) speak for themselves.



As for the topic of &quot;passion&quot;, apart from the money issue that Kyle mentioned, I think an even bigger issue are team sizes. Working with a team of 10-15 people, you really feel that you&#039;re doing something together and you can put a lot of yourself into it. When you&#039;re one out of a hundred, it&#039;s much harder to be motivated and feel like you&#039;re really making much of a difference.



But that&#039;s a separate issue from crunch anyway (or should be). Even for the things I&#039;m most passionate about (game development being one of them), I have to pace myself or I&#039;ll crash and burn really quickly.</description>
		<content:encoded><![CDATA[<p>&#8220;Managers who intentionally schedule around crunch scare me almost as much as people who tell me that the industry is horribly broken because crunch exists.&#8221;</p>
<p>I don&#8217;t think anybody thinks the industry is horribly broken because crunch exists. It&#8217;s the fact that crunch is considered a normal aspect of game development, and, to a certain extent, a badge of honor that is a huge problem.</p>
<p>As for the industry being horribly broken, do you know of any other industry that has a 35% turnover every 5 years, and with about 60% of the people having less than 5 years of experience. I think those facts (taken from the IGDA QoL whitepaper and the latest GDmag salary survey) speak for themselves.</p>
<p>As for the topic of &#8220;passion&#8221;, apart from the money issue that Kyle mentioned, I think an even bigger issue are team sizes. Working with a team of 10-15 people, you really feel that you&#8217;re doing something together and you can put a lot of yourself into it. When you&#8217;re one out of a hundred, it&#8217;s much harder to be motivated and feel like you&#8217;re really making much of a difference.</p>
<p>But that&#8217;s a separate issue from crunch anyway (or should be). Even for the things I&#8217;m most passionate about (game development being one of them), I have to pace myself or I&#8217;ll crash and burn really quickly.</p>
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		<title>By: Noel Llopis</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-171</link>
		<dc:creator>Noel Llopis</dc:creator>
		<pubDate>Sun, 17 Apr 2005 22:02:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-171</guid>
		<description>Frankly, in the case of HL2 is not so much about principles but about how I like to play games. I&#039;m a fan of older games and every so often I like to dust them off and give them a whirl (for example, recently I&#039;ve played Monkey Island 1 on SCUMMVM and the original The Lost Vikings on DOSBox). I&#039;m afraid I wouldn&#039;t be able to do that with Half Life 2.



Don&#039;t even get me started with gas-guzzling cars! For the record, I want to say that I put in about twice as many miles on my bicycles than I do on my car every year :-)



As for Linux, all I can say is give it a try. You&#039;ll be surprised how little you really depend on MS Windows: you get great email programs, browsers, office programs (compatible with MS Office), and a full development environment for many different languages. And even emulators for those few pesky apps (Quicken in my case). Yes, games are lacking (although not completely missing), but that&#039;s why I keep an old Win98 partition, and my PS2 is getting more and more of a workout every day.



Here are some no-risk ways of trying Linux with a live CD:

&lt;a href=&quot;http://www.mandriva.com/products/move&quot; rel=&quot;nofollow&quot;&gt;http://www.mandriva.com/products/move&lt;/a&gt;

&lt;a href=&quot;http://www.knopper.net/knoppix/index-en.html&quot; rel=&quot;nofollow&quot;&gt;http://www.knopper.net/knoppix/index-en.html&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Frankly, in the case of HL2 is not so much about principles but about how I like to play games. I&#8217;m a fan of older games and every so often I like to dust them off and give them a whirl (for example, recently I&#8217;ve played Monkey Island 1 on SCUMMVM and the original The Lost Vikings on DOSBox). I&#8217;m afraid I wouldn&#8217;t be able to do that with Half Life 2.</p>
<p>Don&#8217;t even get me started with gas-guzzling cars! For the record, I want to say that I put in about twice as many miles on my bicycles than I do on my car every year <img src='http://gamesfromwithin.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>As for Linux, all I can say is give it a try. You&#8217;ll be surprised how little you really depend on MS Windows: you get great email programs, browsers, office programs (compatible with MS Office), and a full development environment for many different languages. And even emulators for those few pesky apps (Quicken in my case). Yes, games are lacking (although not completely missing), but that&#8217;s why I keep an old Win98 partition, and my PS2 is getting more and more of a workout every day.</p>
<p>Here are some no-risk ways of trying Linux with a live CD:</p>
<p><a href="http://www.mandriva.com/products/move" rel="nofollow">http://www.mandriva.com/products/move</a></p>
<p><a href="http://www.knopper.net/knoppix/index-en.html" rel="nofollow">http://www.knopper.net/knoppix/index-en.html</a></p>
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		<title>By: Paul Higinbotham</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-170</link>
		<dc:creator>Paul Higinbotham</dc:creator>
		<pubDate>Sun, 17 Apr 2005 16:54:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-170</guid>
		<description>Noel, I must say I admire you sticking to your principles.  Unfortunately I don&#039;t have that kind of integrity when it comes to a cool game I want to play  (gas guzzling, polluting personal conveyance vehicles are another matter ... big pet peeve of mine).



In addition I have enough sympathy for what Valve is trying to accomplish (fighting piracy, moving power from the publisher back to the developer), that I am willing to overlook the less desirable aspects of Steam.



Still I sympathize and agree with many of your concerns regarding software services.  Large software coporations are slowly owning us.  I am so entrenched in Windows I don&#039;t know if I could make the switch to Linux.  In a lot of ways I miss the old days...</description>
		<content:encoded><![CDATA[<p>Noel, I must say I admire you sticking to your principles.  Unfortunately I don&#8217;t have that kind of integrity when it comes to a cool game I want to play  (gas guzzling, polluting personal conveyance vehicles are another matter &#8230; big pet peeve of mine).</p>
<p>In addition I have enough sympathy for what Valve is trying to accomplish (fighting piracy, moving power from the publisher back to the developer), that I am willing to overlook the less desirable aspects of Steam.</p>
<p>Still I sympathize and agree with many of your concerns regarding software services.  Large software coporations are slowly owning us.  I am so entrenched in Windows I don&#8217;t know if I could make the switch to Linux.  In a lot of ways I miss the old days&#8230;</p>
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		<title>By: Dan Olson</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-169</link>
		<dc:creator>Dan Olson</dc:creator>
		<pubDate>Sun, 17 Apr 2005 09:12:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-169</guid>
		<description>Managers who intentionally schedule around crunch scare me almost as much as people who tell me that the industry is horribly broken because crunch exists.  I like Paul&#039;s &quot;middle ground&quot; between the two stereotypical extremes... while hoping that managers *everywhere* are actively doing what they can to avoid extensive crunch, recognizing that it doesn&#039;t really do anyone any good.



As far as passion for the industry, I&#039;m sure there&#039;s a lot of room for it so long as you don&#039;t take online reviews that pan your game personally.  My first console game just shipped this month and I&#039;m proud to have worked on it, even if it has gotten critically panned.  In an industry that&#039;s so unglamorous most of the time, it&#039;s hard to be content without at least a little passion.



The Sly Cooper talk sounds interesting, thanks for the recommendation (and the link).</description>
		<content:encoded><![CDATA[<p>Managers who intentionally schedule around crunch scare me almost as much as people who tell me that the industry is horribly broken because crunch exists.  I like Paul&#8217;s &#8220;middle ground&#8221; between the two stereotypical extremes&#8230; while hoping that managers *everywhere* are actively doing what they can to avoid extensive crunch, recognizing that it doesn&#8217;t really do anyone any good.</p>
<p>As far as passion for the industry, I&#8217;m sure there&#8217;s a lot of room for it so long as you don&#8217;t take online reviews that pan your game personally.  My first console game just shipped this month and I&#8217;m proud to have worked on it, even if it has gotten critically panned.  In an industry that&#8217;s so unglamorous most of the time, it&#8217;s hard to be content without at least a little passion.</p>
<p>The Sly Cooper talk sounds interesting, thanks for the recommendation (and the link).</p>
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		<title>By: Noel Llopis</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-168</link>
		<dc:creator>Noel Llopis</dc:creator>
		<pubDate>Sat, 16 Apr 2005 00:17:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-168</guid>
		<description>&quot;But despite all this I really enjoyed the game, and in fact am playing it a second time (very rare for me).&quot;



Oh, yeah, go ahead and rub it in! You&#039;re going to make me break my own principles and go out and buy it if you keep this up :-) I did really like the original Half Life and I was really looking forward to this one.



Must... resist....</description>
		<content:encoded><![CDATA[<p>&#8220;But despite all this I really enjoyed the game, and in fact am playing it a second time (very rare for me).&#8221;</p>
<p>Oh, yeah, go ahead and rub it in! You&#8217;re going to make me break my own principles and go out and buy it if you keep this up <img src='http://gamesfromwithin.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  I did really like the original Half Life and I was really looking forward to this one.</p>
<p>Must&#8230; resist&#8230;.</p>
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		<title>By: Paul Higinbotham</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-167</link>
		<dc:creator>Paul Higinbotham</dc:creator>
		<pubDate>Fri, 15 Apr 2005 22:23:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-167</guid>
		<description>Well, Ok I do see your points about Steam.  You don&#039;t really own HL2 in the sense that you can re-sell it on EBay when you are done with it.  You only purchase the right to play it.  This doesn&#039;t bother me too much since I never re-sell PC games (XBox games are another matter).  I can see how the required internet connection for authentication/authorization can be a problem.  I normally have a reliable internet connection but one time it went down for a week.  Supposedly you can still play &quot;offline&quot;, but somehow it lost my authentication and wouldn&#039;t let me play until my internet connection was back up.  Also it does kind of bug me to know that everytime I play it is recorded on some Valve server.



But despite all this I really enjoyed the game, and in fact am playing it a second time (very rare for me).</description>
		<content:encoded><![CDATA[<p>Well, Ok I do see your points about Steam.  You don&#8217;t really own HL2 in the sense that you can re-sell it on EBay when you are done with it.  You only purchase the right to play it.  This doesn&#8217;t bother me too much since I never re-sell PC games (XBox games are another matter).  I can see how the required internet connection for authentication/authorization can be a problem.  I normally have a reliable internet connection but one time it went down for a week.  Supposedly you can still play &#8220;offline&#8221;, but somehow it lost my authentication and wouldn&#8217;t let me play until my internet connection was back up.  Also it does kind of bug me to know that everytime I play it is recorded on some Valve server.</p>
<p>But despite all this I really enjoyed the game, and in fact am playing it a second time (very rare for me).</p>
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		<title>By: Noel Llopis</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-166</link>
		<dc:creator>Noel Llopis</dc:creator>
		<pubDate>Fri, 15 Apr 2005 20:04:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-166</guid>
		<description>&quot;Also I like the idea of the developer getting most of the cash reward for a great product rather than the &quot;evil publisher&quot;.&quot;



Oh, as a player and a developer, I&#039;m totally behind the idea of the developer getting a good chunk of the money. If Steam had just been a digital distribution channel, it would have been awesome.



My objection is that they bundled a bunch of other questionable things (auto patching, multiple downloads, etc) and made it into a service. To play, you basically need to connect to their server and &quot;authorize&quot; your copy of HL2. So in a way, the $50 doesn&#039;t buy you the game, it buys you the right to play the game while the have the server up and running and they don&#039;t change their policies.



I would have been all over it if Steam had been a way for me to download HL2 instead of buying a copy in the store and everything else had been the same.



Frankly, it&#039;s not that different from the registration system of Windows XP, and that&#039;s what finally tipped the scale for me and made me switch from Windows to Linux permanently a few years ago (and I&#039;m kicking myself for not switching a lot earlier).



The whole idea of games or applications (Microsoft Office, Visual Studio, etc) becoming services that you pay a monthly fee (or a per-use mini-fee) completely horrifies me. And no, I don&#039;t play MMORPG games for that reason too (and the fact that I would get too addicted).</description>
		<content:encoded><![CDATA[<p>&#8220;Also I like the idea of the developer getting most of the cash reward for a great product rather than the &#8220;evil publisher&#8221;.&#8221;</p>
<p>Oh, as a player and a developer, I&#8217;m totally behind the idea of the developer getting a good chunk of the money. If Steam had just been a digital distribution channel, it would have been awesome.</p>
<p>My objection is that they bundled a bunch of other questionable things (auto patching, multiple downloads, etc) and made it into a service. To play, you basically need to connect to their server and &#8220;authorize&#8221; your copy of HL2. So in a way, the $50 doesn&#8217;t buy you the game, it buys you the right to play the game while the have the server up and running and they don&#8217;t change their policies.</p>
<p>I would have been all over it if Steam had been a way for me to download HL2 instead of buying a copy in the store and everything else had been the same.</p>
<p>Frankly, it&#8217;s not that different from the registration system of Windows XP, and that&#8217;s what finally tipped the scale for me and made me switch from Windows to Linux permanently a few years ago (and I&#8217;m kicking myself for not switching a lot earlier).</p>
<p>The whole idea of games or applications (Microsoft Office, Visual Studio, etc) becoming services that you pay a monthly fee (or a per-use mini-fee) completely horrifies me. And no, I don&#8217;t play MMORPG games for that reason too (and the fact that I would get too addicted).</p>
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		<title>By: Paul Higinbotham</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-165</link>
		<dc:creator>Paul Higinbotham</dc:creator>
		<pubDate>Fri, 15 Apr 2005 05:16:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-165</guid>
		<description>Regarding the &quot;whole passion thing&quot; comment by gregmann, it always amazes me that many people think there are only two kinds of developers: passionate-productive developers who work 12-16 hours a day because they love what they do, and 9to5ers who care about nothing but a paycheck and when quitting time is.  There seems to be no room for an intelligent, passionate developer who works 8, 9, 10 productive hours a day week after week, month after month, with occasional crunch times as needed.



It is my experience that the 12-16 hour/day developers tend to write the worst code that break builds and require the most bug fixes and rewrites.  Sure there are times when you are on a roll and want to work a late night to finish something up.  But continual long days are not passion but usually panic and sometimes despair.



I used to force myself to grind through a difficult problem hour after hour until I somehow completed it, because I wanted to be seen as dedicated, passionate, on-time.  The funny thing is that almost invariably once I stopped went home and relaxed (washing dishes, cooking dinner, cleaning bathrooms, whatever) a satisfactory solution or at least a good approach would just come to me.  Then I would go back to work the next day and rewrite what I previously grinded out ... big waste of time.  I now take regular walking breaks (admittedly difficult to do under tight deadlines), write better code and waste less time.



Unfortunately many long hours are worked to either a) Look good to management or b) Hide the fact that you are way behind on schedule, clueless, and severely panicked (oh yeah, I&#039;ve been there).



By the way, I really really like HalfLife2 ... just an awesome game.  Maybe I was one of the fortunate few but Steam wasn&#039;t a problem at all for me.  Also I like the idea of the developer getting most of the cash reward for a great product rather than the &quot;evil publisher&quot;.</description>
		<content:encoded><![CDATA[<p>Regarding the &#8220;whole passion thing&#8221; comment by gregmann, it always amazes me that many people think there are only two kinds of developers: passionate-productive developers who work 12-16 hours a day because they love what they do, and 9to5ers who care about nothing but a paycheck and when quitting time is.  There seems to be no room for an intelligent, passionate developer who works 8, 9, 10 productive hours a day week after week, month after month, with occasional crunch times as needed.</p>
<p>It is my experience that the 12-16 hour/day developers tend to write the worst code that break builds and require the most bug fixes and rewrites.  Sure there are times when you are on a roll and want to work a late night to finish something up.  But continual long days are not passion but usually panic and sometimes despair.</p>
<p>I used to force myself to grind through a difficult problem hour after hour until I somehow completed it, because I wanted to be seen as dedicated, passionate, on-time.  The funny thing is that almost invariably once I stopped went home and relaxed (washing dishes, cooking dinner, cleaning bathrooms, whatever) a satisfactory solution or at least a good approach would just come to me.  Then I would go back to work the next day and rewrite what I previously grinded out &#8230; big waste of time.  I now take regular walking breaks (admittedly difficult to do under tight deadlines), write better code and waste less time.</p>
<p>Unfortunately many long hours are worked to either a) Look good to management or b) Hide the fact that you are way behind on schedule, clueless, and severely panicked (oh yeah, I&#8217;ve been there).</p>
<p>By the way, I really really like HalfLife2 &#8230; just an awesome game.  Maybe I was one of the fortunate few but Steam wasn&#8217;t a problem at all for me.  Also I like the idea of the developer getting most of the cash reward for a great product rather than the &#8220;evil publisher&#8221;.</p>
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		<title>By: Kyle Wilson</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-164</link>
		<dc:creator>Kyle Wilson</dc:creator>
		<pubDate>Thu, 14 Apr 2005 22:13:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-164</guid>
		<description>&quot;Developers get royalties. Sure, most developers never see royalties because their games are not hits but the point is they are willing to take that risk.&quot;



No, most developers never see royalties because we&#039;re salaried employees.  If our next game turns out to be the next Halo or GTA3, we&#039;ll get sincere thanks and maybe an extra company trip to see Star Wars Episode III, but we aren&#039;t going to be buying any fast cars and we&#039;re certainly not going to be cashing in and retiring early with our millions.</description>
		<content:encoded><![CDATA[<p>&#8220;Developers get royalties. Sure, most developers never see royalties because their games are not hits but the point is they are willing to take that risk.&#8221;</p>
<p>No, most developers never see royalties because we&#8217;re salaried employees.  If our next game turns out to be the next Halo or GTA3, we&#8217;ll get sincere thanks and maybe an extra company trip to see Star Wars Episode III, but we aren&#8217;t going to be buying any fast cars and we&#8217;re certainly not going to be cashing in and retiring early with our millions.</p>
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		<title>By: Bruce Oberg</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-163</link>
		<dc:creator>Bruce Oberg</dc:creator>
		<pubDate>Thu, 14 Apr 2005 18:48:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-163</guid>
		<description>here are the slides for my &quot;The Picture Worth a Thousand Bugs&quot; DAG talk:



&lt;a href=&quot;http://www.oberg.org/gdc2005_bruce_oberg_final.zip&quot; rel=&quot;nofollow&quot;&gt;http://www.oberg.org/gdc2005_bruce_oberg_final.zip&lt;/a&gt;



these are the final slides i used. there are several &quot;hidden&quot; slides - things i cut for the sake of time. the conference proceedings include a slightly earlier verion of the same slides (i had to submit a set several weeks before the talk).



enjoy!</description>
		<content:encoded><![CDATA[<p>here are the slides for my &#8220;The Picture Worth a Thousand Bugs&#8221; DAG talk:</p>
<p><a href="http://www.oberg.org/gdc2005_bruce_oberg_final.zip" rel="nofollow">http://www.oberg.org/gdc2005_bruce_oberg_final.zip</a></p>
<p>these are the final slides i used. there are several &#8220;hidden&#8221; slides &#8211; things i cut for the sake of time. the conference proceedings include a slightly earlier verion of the same slides (i had to submit a set several weeks before the talk).</p>
<p>enjoy!</p>
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		<title>By: Jamie Fristrom</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-162</link>
		<dc:creator>Jamie Fristrom</dc:creator>
		<pubDate>Thu, 14 Apr 2005 17:23:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-162</guid>
		<description>Could you give us a link to the Oberg slides?



Yeah, if crunching is a good thing, how come Shiny games tend to suck?  (Four years making *Enter the Matrix*, presumably a lot of crunching, and all they ended up with was that?)  On the other hand, *Call of Duty* for the PC was done without crunching.  (We need more *Call of Duty* like examples.)</description>
		<content:encoded><![CDATA[<p>Could you give us a link to the Oberg slides?</p>
<p>Yeah, if crunching is a good thing, how come Shiny games tend to suck?  (Four years making *Enter the Matrix*, presumably a lot of crunching, and all they ended up with was that?)  On the other hand, *Call of Duty* for the PC was done without crunching.  (We need more *Call of Duty* like examples.)</p>
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		<title>By: greggman</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-161</link>
		<dc:creator>greggman</dc:creator>
		<pubDate>Thu, 14 Apr 2005 05:24:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-161</guid>
		<description>I&#039;m really curious about that whole passion thing.  Don&#039;t passionate people work crazy hours?  I&#039;m not suggesting in any way that people should be required to work long hours.  At the same time, I also can&#039;t imagine working in any creative industry without expecting some crazy passionate core driving it.  Maybe it&#039;s just the stereotype in my head but whether it&#039;s a painter, writer, composer, artist, movie director, musician, or game developer the person with the passion just can&#039;t stop because 8 hours are up.  How do you reconcile that with 9 to 5?



There&#039;s also risk / reward issues as well.  9 to 5ers in most industries generally get their salary and that&#039;s it.  Developers get royalties.  Sure, most developers never see royalties because their games are not hits but the point is they are willing to take that risk.  They risk working more hours for less money in the hope that they will be the next Carmack with 3 Ferraris (or David Perry with a Viper).



One argument would be that for people that just want to work 9 to 5 (ie, take no risks) there should be less reward (ie, no backend).  I&#039;m not sure if that&#039;s the answer either, in fact I don&#039;t know what the answer is but my impression is movies and TV work just as crazy yet no one complains about it.  Way is that?  Maybe because those are not for 18 months?  But they are in many ways a similar endeavors.  Could it be that creative projects are inherently not 9 to 5 but that it&#039;s basically not been until recently that common creative endevors took so long?



I&#039;m just rambling but I can&#039;t imagine the game industry as a 9 to 5 business and so I&#039;m trying to work through both that gut feeling and the desire to also have a life outside of game development.</description>
		<content:encoded><![CDATA[<p>I&#8217;m really curious about that whole passion thing.  Don&#8217;t passionate people work crazy hours?  I&#8217;m not suggesting in any way that people should be required to work long hours.  At the same time, I also can&#8217;t imagine working in any creative industry without expecting some crazy passionate core driving it.  Maybe it&#8217;s just the stereotype in my head but whether it&#8217;s a painter, writer, composer, artist, movie director, musician, or game developer the person with the passion just can&#8217;t stop because 8 hours are up.  How do you reconcile that with 9 to 5?</p>
<p>There&#8217;s also risk / reward issues as well.  9 to 5ers in most industries generally get their salary and that&#8217;s it.  Developers get royalties.  Sure, most developers never see royalties because their games are not hits but the point is they are willing to take that risk.  They risk working more hours for less money in the hope that they will be the next Carmack with 3 Ferraris (or David Perry with a Viper).</p>
<p>One argument would be that for people that just want to work 9 to 5 (ie, take no risks) there should be less reward (ie, no backend).  I&#8217;m not sure if that&#8217;s the answer either, in fact I don&#8217;t know what the answer is but my impression is movies and TV work just as crazy yet no one complains about it.  Way is that?  Maybe because those are not for 18 months?  But they are in many ways a similar endeavors.  Could it be that creative projects are inherently not 9 to 5 but that it&#8217;s basically not been until recently that common creative endevors took so long?</p>
<p>I&#8217;m just rambling but I can&#8217;t imagine the game industry as a 9 to 5 business and so I&#8217;m trying to work through both that gut feeling and the desire to also have a life outside of game development.</p>
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		<title>By: Andy Patrick</title>
		<link>http://gamesfromwithin.com/gdc-2005-generation-wrap-up-in-san-francisco/comment-page-1#comment-160</link>
		<dc:creator>Andy Patrick</dc:creator>
		<pubDate>Wed, 13 Apr 2005 11:57:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesfromwithin.dreamhosters.com/?p=329#comment-160</guid>
		<description>Interesting note about Half Life 2... I loathe, detest, and despise Steam, with a passion... had it not been for HL2 being SO GOOD I&#039;d have rather pulled teeth out than had the slightest encounter with Steam.



HL2 did everything right except &quot;blurring the lines between single player and multiplayer&quot;... the RIGHT way of doing that is PGR2, where there&#039;s no requirement to connect to Live but if you do, even in single player, there&#039;s a lot of benefits.</description>
		<content:encoded><![CDATA[<p>Interesting note about Half Life 2&#8230; I loathe, detest, and despise Steam, with a passion&#8230; had it not been for HL2 being SO GOOD I&#8217;d have rather pulled teeth out than had the slightest encounter with Steam.</p>
<p>HL2 did everything right except &#8220;blurring the lines between single player and multiplayer&#8221;&#8230; the RIGHT way of doing that is PGR2, where there&#8217;s no requirement to connect to Live but if you do, even in single player, there&#8217;s a lot of benefits.</p>
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