<story><title>Toxic management cost an award-winning game studio its best developers</title><url>https://www.theverge.com/2018/3/20/17130056/telltale-games-developer-layoffs-toxic-video-game-industry</url></story><parent_chain><item><author>itamarst</author><text>The extra terrible thing is that this is completely counter-productive. E.g. see this takedown of crunch time by someone who works in the game industry: &lt;a href=&quot;http:&amp;#x2F;&amp;#x2F;www.igda.org&amp;#x2F;?page=crunchsixlessons&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.igda.org&amp;#x2F;?page=crunchsixlessons&lt;/a&gt;&lt;p&gt;But this is a problem outside the game industry too, though it sounds like they&amp;#x27;re even worse than usual. If you&amp;#x27;re a software engineer stuck in one of these jobs, you need to realize working fewer hours is good for you &lt;i&gt;and&lt;/i&gt; your employer. More here: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;codewithoutrules.com&amp;#x2F;2016&amp;#x2F;08&amp;#x2F;18&amp;#x2F;productive-programmer&amp;#x2F;&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;codewithoutrules.com&amp;#x2F;2016&amp;#x2F;08&amp;#x2F;18&amp;#x2F;productive-programme...&lt;/a&gt;</text></item></parent_chain><comment><author>commandlinefan</author><text>You&amp;#x27;re assuming, incorrectly, that management (especially upper management) is worried about producing quality products.  They sort of are, but for any of the people who mange to survive in those positions, that&amp;#x27;s a secondary (or even tertiary) concern - their primary concern is survival.  The only way to survive has little to do with creating a great product and everything to do with making sure the blame never falls on you.</text></comment>
<story><title>Toxic management cost an award-winning game studio its best developers</title><url>https://www.theverge.com/2018/3/20/17130056/telltale-games-developer-layoffs-toxic-video-game-industry</url></story><parent_chain><item><author>itamarst</author><text>The extra terrible thing is that this is completely counter-productive. E.g. see this takedown of crunch time by someone who works in the game industry: &lt;a href=&quot;http:&amp;#x2F;&amp;#x2F;www.igda.org&amp;#x2F;?page=crunchsixlessons&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.igda.org&amp;#x2F;?page=crunchsixlessons&lt;/a&gt;&lt;p&gt;But this is a problem outside the game industry too, though it sounds like they&amp;#x27;re even worse than usual. If you&amp;#x27;re a software engineer stuck in one of these jobs, you need to realize working fewer hours is good for you &lt;i&gt;and&lt;/i&gt; your employer. More here: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;codewithoutrules.com&amp;#x2F;2016&amp;#x2F;08&amp;#x2F;18&amp;#x2F;productive-programmer&amp;#x2F;&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;codewithoutrules.com&amp;#x2F;2016&amp;#x2F;08&amp;#x2F;18&amp;#x2F;productive-programme...&lt;/a&gt;</text></item></parent_chain><comment><author>vvanders</author><text>Yup, it&amp;#x27;s an endemic problem that has no sign of going away due to the constant influx of young people willing to take it on the nose to get into the industry.&lt;p&gt;Ironically if you look at Gamasutra&amp;#x27;s yearly survey you see a huge cliff of experience right at the ~3 year mark as those people get burned out and the cycle repeats.</text></comment>