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Classic Games (Games) Games

Game Devs Allege Extreme 'Crunch' Overtime at 'Mortal Kombat 11' Studio NetherRealm (variety.com) 222

Days after Mortal Kombat was inducted into the World Videogame Hall of Fame, multiple sources at its creator (Warner Bros Interactive studio NetherRealm) are alleging a toxic workplace with 100-hour workweeks, Variety reports, citing seven current and former full-time employees and contractors: Reports of low pay and the crunch of extreme overtime as workers tried to finish the game on time initially surfaced about NetherRealm Studios on social media earlier in April, but those issues appear to be symptomatic of a long-term poisonous work culture at the studio, according to seven people who spoke to Variety -- five of whom asked that their names not be used for fear of reprisals... The common thread among all the sources was that they said they felt the pressure to work long hours came with the threat of being replaced or denied a chance at a more... One current employee said that he and others at the studio have been working 60 to 70 hours per week, seven days a week since January. While he said various factors are to blame for the crunch, such as poor communication and mismanagement, he cited a January marketing event for "Mortal Kombat 11," called MK Day, which put the studio behind significantly...

The catch-up still persists, even though "Mortal Kombat 11" was released on April 23. Problems with in-game currency and exploits have the studio working on its third patch to fix glitches, and it already has two more patches planned. When asked how the studio higher-ups are positioning this "catch-up" work, the current employee said that they phrase it very carefully. "I think they walk that fine line really well," he said. "So it's a lot of implying, not up-front. They don't tell us, 'You have to work these hours.' They also don't tell that to any of the temporary/contract employees. When we interviewed all of our contractor/temporary employees, my direct manager would tell them, 'Overtime isn't mandatory, but everyone is expected to do their fair share.' Meaning when we have it -- because even before we started interviewing and building up our temp team, we already knew there's going to come a point where we're going to start crunching because we've been doing this since time immemorial, [on] every project."

Some full-timers have taken to living at the studio when working the most intense periods of crunch, he said, sleeping in their office or on an inflatable sofa in their cubicle. One employee has even been spotted wearing a bathrobe while in the studio. One source said that for some of the temporary positions, it's easy enough to replace those who don't crunch with a new batch of eager contractors. Many temporary employees are recruited from DePaul University, the person said, and are students who are willing to work a nine-month contract for $14 an hour in exchange for the chance to work on a triple-A franchise.

In a statement to Variety, NetherRealm Studios said they were "actively looking into all allegations" as "we take these matters very seriously and are always working to improve our company environment." But last week James Longstreet, a developer who worked on 2011's "Mortal Kombat," posted on Twitter that "The [Mortal Kombat] team's stance is that crunch works, and MK games are always profitable, so it's clearly the right thing to do.

"It's wrong -- crunch doesn't work, the workers don't see the profit (bonuses at WB games are capped to a small percentage of salary), and it ruins lives."
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Game Devs Allege Extreme 'Crunch' Overtime at 'Mortal Kombat 11' Studio NetherRealm

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  • by Anonymous Coward on Sunday May 05, 2019 @06:03PM (#58543276)

    ...only involves to appeasing the woke crowd and doesn't extend to real people. They're aghast at the idea of scantily clad women in game but then treat real people like slaves. Hypocrites.

    Still, the poor way they treat the staff probably explains why the PC port was such a catastrophe.

  • by Anonymous Coward on Sunday May 05, 2019 @06:04PM (#58543282)

    It has been well researched. Past a certain point, an increase in hours causes a decrease in productivity. The following numbers are to illustrate a point and are not accurate. Work 40 hours a week you might make 10 units of progress per week, work 60 hours a week you might make 5 units of progress a week and if you work 80 hours a week, you may even make negative progress due to a significant amount of errors.

    • It's not quite as bad in the short term: 40 hours a week for 6 weeks and 60 hours a week for 6 weeks gives about the same productivity _per week_, so you just wasted 20 hours of your life every week, but didn't lose in productivity. After that, things go downhill obviously.

      Any developer who wants to enter the gaming industry (because they think it's cool or something): No, it's not. You will run into the most vicious slave drivers, and when you are burnt out, they'll spit you out.

      What I'd really like
    • for folks at the top of their game like video game programmers and artists. Yeah, too much OT will wear out a code monkey, but the kind of whackadoodles that can do engine programming or write pixel shaders are a different sort. Also, Crunch time in games has existed and been documented since the 80s. If it didn't work companies that didn't do crunch time would have won out over the likes of EA and Activision.

      There's this belief that what's best for the workers must somehow be best for the owners. But,
    • by GuB-42 ( 2483988 )

      John Carmack disagrees: https://news.ycombinator.com/i... [ycombinator.com]

      Note that I don't fully agree with his comment. I think it applies to him, his success in the industry is, after all, undeniable. But whether it applies to others is debatable. Still, he has good points.

    • This is true, but that doesn't stop managers (even managers that know it!) from doing it.

      A few years ago at my job new management came in. No more death marches. No more forced OT. We're Agile now and you don't do that. Today, there are suggestions to work more and a lot more pushback on estimates. For example "will it REALLY take that long?", and "you might as well work more now so you don't have to work overtime later".

      At some point no matter who is in charge, something comes from the top to make people

  • Par for the course (Score:5, Insightful)

    by DrXym ( 126579 ) on Sunday May 05, 2019 @06:05PM (#58543288)
    Every major release seems to come with stories about crunch. Unless developers unionize, or studios stop agreeing to ridiculous schedules I don't see anything changing.
    • So ... you don't see anything changing

    • by Rosco P. Coltrane ( 209368 ) on Sunday May 05, 2019 @06:19PM (#58543358)

      Make the free market work for you: if you're a good dev, you'll find better conditions elsewhere. If you can't find a better job because developers are a dime a dozen and the market is saturated, change job altogether.

      I used to be a programmer, way back when it was still an interesting, respectable and wel-paid job and not a Java line pissing contest. When I had enough of the industry's bullshit, I retrained as a gunsmith. That was back in 2002. I make less money than I used to (although probably more than I would now if I had stayed), but more importantly I work 40 hours a week and each and every one of these hours is paid exactly what I'm due. I optimize my work time efficiency, and the rest is spent with my family instead of pissing my life away in front of a computer.

      • by Solandri ( 704621 ) on Monday May 06, 2019 @01:17AM (#58544646)

        Make the free market work for you: if you're a good dev, you'll find better conditions elsewhere.

        This is an important point which bears emphasizing. The free market doesn't work by you sitting there hoping things will get better. It works by people (including you) quitting terrible jobs, forcing the employer to improve working conditions or pay a higher wage to keep that job staffed. The "invisible hand" of the market is actually every individual buyer (employer) and seller (worker) voting yes or no for certain products (jobs) at a certain price (wage). If you don't quit a terrible job, you're voting "yes" to that job at that wage, and the market adjusts the prevailing wage to reflect your "yes" vote.

        You could be forgiven for holding on to bad job to put food on the table a decade ago when the unemployment rate was near 10%. But with today's 3.6% unemployment rate, you have no excuse. If a job is bad, ditch it. The faster people ditch the bad or low-paying jobs, the faster wages will rise.

        • What's that? You're leaving your previous employer mid crunch right before a major product shipment? You don't sound like the kind of team player we want working for us.

          • by chispito ( 1870390 ) on Monday May 06, 2019 @09:36AM (#58545710)
            What a blessing if the interviewer says that during the interview! That's exactly the kind of place you're trying to avoid.
            • It's a true blessing being out of work. The GP however is missing some important points. Specialist jobs in a job market are not fungible, we're not talking about waiting tables here. The actual unemployment figures are irrelevant in a tight industry with few players and doubly so when the cost of transference is high (moving to another city, or worse).

              The problems at this studio are not a one off. In fact I've heard this same story about the entire game development industry. The only "blessing" you're goin

              • It's a true blessing being out of work.

                Versus being worked to death?

                The GP however is missing some important points. Specialist jobs in a job market are not fungible, we're not talking about waiting tables here. The actual unemployment figures are irrelevant in a tight industry with few players and doubly so when the cost of transference is high (moving to another city, or worse).

                I can see how it is not as simple for some people to find a new job, but if the only jobs available are detrimental to your health, it's easier to switch roles/industries than to change the industry.

              • Someone I know left it just as you described. He now uses his skills to produce educational content for the military and graphics for litigation.

                Personally I never entered. I still want to, but the drive has all but evaporated thanks to stories like this. Instead, I use my skills in the construction industry.

                It's worth noting that companies in many differing (and suprising) industries may find a use for you and your talents. If you happen to like modeling, texturing, and programming, it doesn't have to be f

        • It works by people (including you) quitting terrible jobs, forcing the employer to improve working conditions or pay a higher wage to keep that job staffed.

          And when that doesn't happen? After all, it's not hard for game developers to find warm bodies to sit in a cube and program something. And it's not like management is receiving any negative result from their actions - they got their bonus from hitting the ship date, bugs or not.

          This is a market failure. Market failures can not be fixed by individual self-interest, because the interests of the individuals in charge are aligned with the failure.

      • Make the free market work for you: if you're a good dev, you'll find better conditions elsewhere.

        Agreed! I don't want a union dictating what I get paid, what benefits there are and what conditions I work in, I want to do that negotiation myself! I'm not going to work at a place that pays peanuts and expects 70hr work weeks, that's a cultural issue that is only ever going to attract those who don't see it as "just a job" but rather as their life, and certainly there is no shortage of those people. That's just the culture of that industry and for the people who love it they wouldn't change it, but don't

        • Agreed! I don't want a union dictating what I get paid, what benefits there are and what conditions I work in, I want to do that negotiation myself!

          Why? You suck at it.

          No really. You might think you're great at it, but the person sitting across the table from you does this all day, every day. If you are the negotiator, you will not get as good a deal as you could have because they've got way more practice and have way more information.

          Also, unions do not have to dictate pay rates. For example, SAG only sets a floor for pay. If you're a good actor, you can get much more.....via your agent, who's actually good at negotiating.

          • Agreed! I don't want a union dictating what I get paid, what benefits there are and what conditions I work in, I want to do that negotiation myself!

            Why? You suck at it.

            Why do you think that? Your assumption is purely on that basis that you want to believe I suck at it while pushing that some fantastical "agent" is going to have a significant depth of understanding about exactly what I do to be able to effectively communicate that.

            You might think you're great at it, but the person sitting across the table from you does this all day, every day.

            No they don't, who exactly do you think I'm negotiating with here?

            Also, unions do not have to dictate pay rates. For example, SAG only sets a floor for pay. If you're a good actor, you can get much more.....via your agent, who's actually good at negotiating.

            Having a whole bunch more people sucking money out of the company (and the industry as a whole) is not a good thing. Who exactly is this "agent" and who is paying them? I *highly*

            • Your assumption is purely on that basis that you want to believe I suck at it while pushing that some fantastical "agent" is going to have a significant depth of understanding about exactly what I do to be able to effectively communicate that.

              If you were suddenly asked to program in a language you've never used, you would not do well at it. If it was a language you had extensive practice with, you'd do much better.

              Negotiation is similarly much better done by people who have practiced extensively.

              For example, you're under the illusion that exactly what you do is relevant to the outcome of the negotiations. That level of specificity is not important at all, and relying on that is going to yield a worse outcome. What you could do is more valuabl

              • For example, you're under the illusion that exactly what you do is relevant to the outcome of the negotiations. That level of specificity is not important at all, and relying on that is going to yield a worse outcome. What you could do is more valuable than what you are doing.

                Understanding what I do and what skills I have is fundamentally important to being able to express that, if you don't know that then you don't know what I could do so you're not negotiating, you're just lying. But if you really think that then how do you quantify that for negotiation vs other programmers if you don't need to understand what makes individual developers unique?

                Someone who either negotiates salaries frequently, or is being fed information, limits and techniques from someone else who negotiates salaries frequently.

                This is absolutely not somebody who does this "all day, every day" so you're already backpedaling. But it is in fact also not true, we

                • Understanding what I do and what skills I have is fundamentally important to being able to express that

                  Lemme fix that for you:

                  Understanding what I do and what skills I have is fundamentally important to ME being able to express that

                  And that limitation is an example of why you are not as good at negotiation as someone who does it all the time.

                  Let's try another example: If you're buying a used car, does the salesman spend a lot of time explaining the exact specifications of the vehicle, down to the observed lb-ft of torque in 3rd gear at 6000rpm? No? Huh....almost like exacting specificity isn't actually important in those negotiations....

                  if you don't know that then you don't know what I could do so you're not negotiating

                  It's a negotiation. Not a promise. What you could do and what is actual

                  • Understanding what I do and what skills I have is fundamentally important to being able to express that

                    Lemme fix that for you:

                    Understanding what I do and what skills I have is fundamentally important to ME being able to express that

                    And that limitation is an example of why you are not as good at negotiation as someone who does it all the time.

                    Let's try another example

                    How about you try an example in this industry rather than making a flawed analogy? It should be pretty easy so I'm curious as to why you're talking about car salesmen rather than being able to provide an example about programmers.

                    It's a negotiation. Not a promise. What you could do and what is actually doing to happen are not the same.

                    That's not the question, I didn't say anything about what you actually do. The question is how do you quantify what I could do? You've already said you don't need to know what I can do or what I have done so what's your pitch? You're a pretty poor negotiator if you have nothing to

      • by DrXym ( 126579 ) on Monday May 06, 2019 @04:54AM (#58545104)
        So in summary, if you're being exploited go somewhere where you're not exploited? While that might make sense to libertarians, the reality is that while the conditions exist for anyone to be exploited there will be companies that do it. It is why labor laws need to be strong enough to withstand that kind of abuse.

        And not everyone has the luxury of changing careers or the opportunity to move when they discover their job sucks. Companies can force people to crunch by witholding pay rises, bonuses or holiday, things people need to exist. Some people's very presence in the country might controlled by their employer - H1B visas for example are basically a form of indenture and companies know and exploit that fact.

        And while I have no love for unions, people have that right to form / join one and that option should be explored by people being fucked over by their company. Even the threat of unionisation can bring about change in the way a company treats its staff.

      • I'm not one of those with blind faith in capitalism but reality seems to be all those college kids that work for $14/hr for 9 months really *want* to do that. It's not that they are forced, they dream being on a AAA project. That's a force that cannot and should not be stopped. Eventually the word will spread around that it sucks, people will quit, it will no longer be a dream, and the problem will self correct. And if that doesn't happen, then it is a powerful fantasy, a dream, and it should live. The seni

      • Make the free market work for you

        If your only interest is solving your own issue, that works.

        If you want to solve the systemic problem, only looking out for yourself does not work.

    • by Dutch Gun ( 899105 ) on Sunday May 05, 2019 @06:57PM (#58543502)

      I've worked as a professional videogame programmer for several decades now, and have shipped quite a few titles, ranging from bargain basement crap to AAA titles you've certainly heard of. You need to keep in mind that you tend to only hear about the horror stories. While I've seen some of those excesses myself, I've also worked for studios where crunching was rare, and when it occurred, was pretty limited in hours and duration. A significant number of problems I've seen, heard of, or read about are the result of terrible management, and crunching was only one of many problems, often symptomatic of deeper issues. This story seem no different in that regard.

      When I felt an employer was asking too much from me as an employee or I wanted to seek better opportunities elsewhere, I found another job. Even after only a few years of experience, I found it entirely possible to find new jobs, even during recessions. Surprisingly, I found the videogame industry to be somewhat resilient to recessions, even though employment is a bit more unstable than some other industries in general.

      That being said, I'm fortunate enough to be a programmer. When they talk about $14/hour contractors, I'm pretty sure they're talking about QA, not artists or programmers. QA, by nature, tends to be a more transient position, most useful near the end of the project, and it's easy to find replacement workers, as it requires a less demanding skillset. Unfortunately, this means it's easier for shitty studios to exploit them. It happens to artists and programmers too of course, but they tend to have more options. What I found really disgusting was the promise of full-time employment being dangled in front of the contractors, which is something of a long-shot for QA in general, unless the company is big enough to have multiple overlapping titles that they can constantly be shifted to.

      I'm not convinced unionization is the answer. Maybe it would help with the extended hours, but it would definitely have a lot of downsides as well. Realistically, I don't think it's going to happen - certainly not in the near future. But one thing that definitely seems to be helping the industry is when word leaks out about a specific company that treat their employees like shit, and the conversation that ensues. I wouldn't feel uncomfortable in interviews these days asking what a company's stance on work-life balance is, and asking how often or how much they feel crunching is reasonable. I think that indicates that this issue has gotten a lot more awareness. Many industry vets seem to know more or less which companies are prone to poor working conditions, and a company with a poor reputation is going to find it harder to attract experienced talent, which still matters for getting titles out the door without being a technical disaster.

    • by leonbev ( 111395 )

      I find it odd that lower skill workers (like package delivery or grocery store workers) understand the need for collective bargaining to insure fair wages and benefits, but higher skill workers like Engineers and Programmers do not.

      You would think that a bunch of people with a high IQs and advanced degrees would recognize that they're getting screwed over by management with 80+ hour shifts more quickly than places that only require a high school education or less.

      • I find it odd that lower skill workers (like package delivery or grocery store workers) understand the need for collective bargaining to insure fair wages and benefits, but higher skill workers like Engineers and Programmers do not.

        Collective bargaining works when when the work itself can be easily quantified. How do you quantify the work of say a programmer? Lines of code? Hours spent at work? Number of commits?

  • Document every hour, then when the project is done, demand your comp time.

  • by grep -v '.*' * ( 780312 ) on Sunday May 05, 2019 @06:13PM (#58543326)

    "It's wrong -- crunch doesn't work, the workers don't see the profit (bonuses at WB games are capped to a small percentage of salary), and it ruins lives."

    ?? Then why work there? ESPECIALLY if it's the second time around (or more.) If your life is being ruined -- walk, or RUN away. If it's actually that bad don't even bother with a notice, it sounds like seconds count.

    The first time is a learning experience for everyone because you see where the chips fall. But the second time? Fool me twice, shame ....

    Maybe it could be done better, maybe it's harsh, or whatever; but crunch SEEMS to be doing something right or they wouldn't do it.

    "bonuses at WB games are capped" -- that's a surprise retroactive contract change, of course, riiight? It's not like it was written in your contract or anything when you originally signed on to the company.

  • by SuperKendall ( 25149 ) on Sunday May 05, 2019 @06:19PM (#58543352)

    MK11 has been pretty well received.

    Crunch sucks (I have been through many 90+ hour weeks in the past). But I have to say that the simple fact is that time and again, people can get a lot of stuff done if you work way too many hours.

    Do you suffer mentally and physically? Oh yes. But there are some things that sometimes are not going to get done in a reasonable time without a bunch of people burning themselves out...

    If you do not like it, avoid companies with a habit of doing this, as it's usually a historical trend you can easily use to predict if it will happen again.

    But a lot of programmers seem to be OK, or to some limited extent enjoy the crunch times.

    Of course, a useful tip is if you think church will be involved on some project is to be paid hourly... then at least at the end of the crunch, you will be somewhat rewarded.

    I would say if you hate crunch, maybe the game industry is the worst one for you as it seems to be worst at getting into crunches (and there's no escape by going to smaller companies, look at the churches that indie devs put themselves through in many documentaries!!!).

    • The games industry was built on people who live game development, it's not just a job to them and that continues for many in that industry today. Do companies sometimes exploit this dedication to push aggressive schedules? Of course they do, but that's simply the way of the games industry.
    • by Cederic ( 9623 )

      the simple fact is that time and again, people can get a lot of stuff done if you work way too many hours

      However, the evidence is available that they can get more done if they work nearer 40 hours a week on a continued basis.

      Occasional crunch can add value. Continual 60+ hour weeks causes productivity drops that outweigh the additional hours worked.

      Of course, people are individuals so everybody has a different level. I can stay productive for a 90 hour week and deliver high quality output but ask me to do a second week like that and things go to shit.

    • Comment removed based on user account deletion
  • by melted ( 227442 ) on Sunday May 05, 2019 @06:58PM (#58543512) Homepage

    Unemployment is at historic lows, pay is at historic highs, economy is on fire. Just turn in your resignation and leave, what the fuck is the problem here?

    • It's the dream of having a career in video games. The best decision I ever made was to get out quickly. I doubled my pay overnight. All the folks I still keep in contact with who never left the industry are in their forties, pulling all nighters all the time.
  • this is why we need UNIONS!!

    • No, this is why you need good employment law that protects employees.

      Why pay a union to do something when the government can do it for free?

      • "Why pay a union to do something when the government can do it for free?"

        Why buy a car when you can just ride your magic carpet for FREE?

        Oh yeah - it's because magic carpets don't exist. And capitalist governments don't give a flying fuck about workers' rights.

  • NetherRealm Studios said they were "actively looking into all allegations" as "we take these matters very seriously and are always working to improve our company environment."

    "We've investigated ourselves and cleared us of any wrong-doing."

    Honestly, their statement is pant-on-head crazy. It basically says "We have no idea what our payroll looks like. Those guys sleeping in their cubicles and working at 2am is something we thought was perfectly normal, so we never bothered to question it." It just screams ei

  • Baseball Players and Musicians must be up in arms over this news, I mean the hours they work, nights and weekends, I would be complaining also..

    • by neoRUR ( 674398 )

      Oh and the Doctors and Nurses and Uber Drivers.. I mean how many hours do you need to put in?

      I would rather be a garbage man collector, at least you can work a decent 40 hours a week...

  • Crappy management.

    Fire the incompetent idiots and hire new management. Repeat as necessary.

  • A game developed by a gigantic team, often mismaneged, driven to the extreme, made up of people who just graduated, some don't even care about the end product anymore. And you wonder why they are already working on a 3rd patch release to fix all kinds of bugs in MK?

    Hardly does a AAA title still surprise me, while Indie games (made by a small, passionate team) mostly do.

  • I've said for a long time now that I can't believe how high a price these games fetch, upon new release. I mean, it wasn't THAT long ago I would consider $30 or so about the most I'd pay for a new video game. With so many millions of options out there and new games released every week, it just doesn't seem like there's justification to spend much more than that on one? You could get a lot more entertainment value out of just playing older titles that are already discounted.

    With the current pricing for a new

    • With the current pricing for a new PS4 or XBox game at $50 to $60? It seems like there's PLENTY of profit to be had producing one of these big name titles

      The price of making a AAA title has skyrocketed in the last few years, thanks to advances in technology. After all, nobody had to design "pretty" walls for Bard's Tale, since they were all the same flat panel of pixels. So prices are going up to handle the multi-hundred-million-dollar budgets.

  • "students who are willing to work a nine-month contract for $14 an hour in exchange for the chance to work on a triple-A franchise." The big issue is that the people who trumpet how much cost savings they realize by hiring inexperienced devs are silent when it comes to admitting that overruns and obscene crunch are often cause by inexperienced devs. If there was a consequence to shitty project management, there would be improvement, but there isn't, so there's not.
  • But companies don't care to give really fat bonuses anymore, despite reporting some of the most insane sales for some games. It makes no sense that you wouldn't want to grossly reward those who go above and beyond for YOUR product and company! Boggles my mind!

And it should be the law: If you use the word `paradigm' without knowing what the dictionary says it means, you go to jail. No exceptions. -- David Jones

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