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Gamedev has a special, and virulent, form of the same problem afflicting much of the tech industry.

Because the jobs pay well and considered to be desirable there's a huge mass of folks wanting into the industry. So as people burn out and as talent evaporates away to find better working conditions those folks are easily replaced. To the people who are "in the trenches" it becomes very obvious that this is a problem, because they see kids trying to walk around in big shoes and they know exactly why it's not as easy to get things done. This is a huge institutional drag on productivity, product quality, and development velocity, it's one reason why it's pretty common for games to be pretty shit quality when they launch. But because the connection between action and consequence is indirect and diffuse it's easy to avoid working out the cause. More so when there are strong institutional biases from the top down which hinge on distinctly avoiding the idea that burning through employees could be a problematic practice with major real-world consequences for studios and games.

You see the same thing in the rest of tech, though not generally as severe, and with some degree of awareness of it. Look at the way amazon treats devs, for example.



With the exception that in some countries, we do have unions that work, even in tech.

Sorry, but it is in German

www.igmetall-itk.de/index.php




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