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	<title>Comments on: How to Find an MMO Job That Doesn&#8217;t Suck</title>
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	<link>http://www.eldergame.com/2009/05/how-to-find-an-mmo-job-that-doesnt-suck/</link>
	<description>MMO game development</description>
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		<title>By: Greg Mulka</title>
		<link>http://www.eldergame.com/2009/05/how-to-find-an-mmo-job-that-doesnt-suck/comment-page-1/#comment-35015</link>
		<dc:creator>Greg Mulka</dc:creator>
		<pubDate>Mon, 19 Oct 2009 21:26:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=400#comment-35015</guid>
		<description>I&#039;m willing to bet there is a lot less code writing involved with the launch of the shuttle.</description>
		<content:encoded><![CDATA[<p>I&#8217;m willing to bet there is a lot less code writing involved with the launch of the shuttle.</p>
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		<title>By: Jessica Mulligan</title>
		<link>http://www.eldergame.com/2009/05/how-to-find-an-mmo-job-that-doesnt-suck/comment-page-1/#comment-26315</link>
		<dc:creator>Jessica Mulligan</dc:creator>
		<pubDate>Wed, 08 Jul 2009 06:23:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=400#comment-26315</guid>
		<description>One question you can ask an MMO producer and/or executive producer during an interview:  What is your management style?

If he/she answers anything except: &quot;Get the right people in the right positions; then, get out of their way and just manage the risk factors,&quot; then you probably want to think about looking elsewhere.

In other words: trust your people to do what they say they will and create an open atmosphere where they will TELL you if they can&#039;t do it.  If you do that, if you treat them like adults, they will move heaven and earth to make their own schedule and commitments. With the right people in place, you don&#039;t have to worry about an official crunch policy; they will do what they say they are going to do and, barring unforeseen calamities, you don&#039;t have to worry about it. They will set a schedule that will get it done.

We did crunch time ONCE for a monthly update for the AC franchise when I was with the project. We actually got less done than the team did on their own schedules, so that &#039;management tool&#039; got dumped.

In fact, the joke after that was that we needed to do a crunch every quarter, just so Eric - who would normally put in a 12 hour day anyway - could get some rest, :-).</description>
		<content:encoded><![CDATA[<p>One question you can ask an MMO producer and/or executive producer during an interview:  What is your management style?</p>
<p>If he/she answers anything except: &#8220;Get the right people in the right positions; then, get out of their way and just manage the risk factors,&#8221; then you probably want to think about looking elsewhere.</p>
<p>In other words: trust your people to do what they say they will and create an open atmosphere where they will TELL you if they can&#8217;t do it.  If you do that, if you treat them like adults, they will move heaven and earth to make their own schedule and commitments. With the right people in place, you don&#8217;t have to worry about an official crunch policy; they will do what they say they are going to do and, barring unforeseen calamities, you don&#8217;t have to worry about it. They will set a schedule that will get it done.</p>
<p>We did crunch time ONCE for a monthly update for the AC franchise when I was with the project. We actually got less done than the team did on their own schedules, so that &#8216;management tool&#8217; got dumped.</p>
<p>In fact, the joke after that was that we needed to do a crunch every quarter, just so Eric &#8211; who would normally put in a 12 hour day anyway &#8211; could get some rest, :-).</p>
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		<title>By: Wolfshead</title>
		<link>http://www.eldergame.com/2009/05/how-to-find-an-mmo-job-that-doesnt-suck/comment-page-1/#comment-25001</link>
		<dc:creator>Wolfshead</dc:creator>
		<pubDate>Fri, 19 Jun 2009 21:58:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=400#comment-25001</guid>
		<description>Superb article! Without a burning desire to make MMOs/virtual worlds you&#039;ll never survive and endure crunch time and the long hours that are the reality of the video game business.</description>
		<content:encoded><![CDATA[<p>Superb article! Without a burning desire to make MMOs/virtual worlds you&#8217;ll never survive and endure crunch time and the long hours that are the reality of the video game business.</p>
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		<title>By: Babs</title>
		<link>http://www.eldergame.com/2009/05/how-to-find-an-mmo-job-that-doesnt-suck/comment-page-1/#comment-24687</link>
		<dc:creator>Babs</dc:creator>
		<pubDate>Sun, 14 Jun 2009 19:54:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=400#comment-24687</guid>
		<description>I prefer management that is insanely creative about managing and isn&#039;t as much interested in contributing to the game as contributing to the excellence of the game-building team.  Sadly, game companies don&#039;t tend to have this and don&#039;t invest in training and mentoring potential promotees.  They end up with a company that trudges through existence under hyper-linear thinking and lacks the tools to truly succeed.  It makes a manager like me, looking at things with decades of experience, weep.  So while I totally agree with what Eric is saying, I also need to add that no matter how attractive the gaming industry may be, it&#039;s not for everyone by any stretch of the imagination.  Like politics or show business, you&#039;re either born to this kind of grind or you&#039;re not.  And you need to assess that critically and independently of your desire to work on a console or MMO title.</description>
		<content:encoded><![CDATA[<p>I prefer management that is insanely creative about managing and isn&#8217;t as much interested in contributing to the game as contributing to the excellence of the game-building team.  Sadly, game companies don&#8217;t tend to have this and don&#8217;t invest in training and mentoring potential promotees.  They end up with a company that trudges through existence under hyper-linear thinking and lacks the tools to truly succeed.  It makes a manager like me, looking at things with decades of experience, weep.  So while I totally agree with what Eric is saying, I also need to add that no matter how attractive the gaming industry may be, it&#8217;s not for everyone by any stretch of the imagination.  Like politics or show business, you&#8217;re either born to this kind of grind or you&#8217;re not.  And you need to assess that critically and independently of your desire to work on a console or MMO title.</p>
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		<title>By: Work Life Balance - We Fly Spitfires - MMORPG Blog</title>
		<link>http://www.eldergame.com/2009/05/how-to-find-an-mmo-job-that-doesnt-suck/comment-page-1/#comment-24559</link>
		<dc:creator>Work Life Balance - We Fly Spitfires - MMORPG Blog</dc:creator>
		<pubDate>Fri, 12 Jun 2009 21:12:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=400#comment-24559</guid>
		<description>[...] that working for MMOPRG companies was excessively hard work, long hours and lots of stress. Elder Game has an interesting article about it [...]</description>
		<content:encoded><![CDATA[<p>[...] that working for MMOPRG companies was excessively hard work, long hours and lots of stress. Elder Game has an interesting article about it [...]</p>
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		<title>By: Arnold Hendrick</title>
		<link>http://www.eldergame.com/2009/05/how-to-find-an-mmo-job-that-doesnt-suck/comment-page-1/#comment-24436</link>
		<dc:creator>Arnold Hendrick</dc:creator>
		<pubDate>Thu, 11 Jun 2009 01:42:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=400#comment-24436</guid>
		<description>I&#039;ve been in the game business for 25 years, then got sidetracked to virtual worlds for the last three or so, which is very similar to the game business in many respects. I can&#039;t disagree with anything Eric says. I find his posts both entertaining and enlightening. 

I believe the combination off less-than-stellar management practices intersecting with dreamers who never get practical is the root of many &quot;crunch until you die&quot; situations. Unfortunately game companies continue to hire managers for silly reasons such as they once worked at Blizzard, are friends with someone on the current management team, or because they&#039;re a shameless self-promoting credits-quester (yep, I&#039;ve known a few). Since management cultures aren&#039;t turning around soon, the only way to combat &quot;endless crunch&quot; is by getting practical.

Getting practical means cutting back on the scope and features of the product until you CAN do it with the resources available. Resources available the current staff, working 40 hrs per week to the latest deadline. Creative directors and producers MUST sacrifice some of their sacred cows. Refusal to slaughter and eat the sacred cows is the foremost reason for both endless crunch, game project cancellation and company bankruptcy. If you de-scope the product at least you&#039;ll get SOMETHING launched. If you keep pursuing the hopeless dream there is very real chance the whole thing will collapse before anything is launched.

Ask the management you talk with at a game company about the project scope they&#039;ve reduced and the features they&#039;ve cut to get past games out the door, or have already made on the current project. What they say in response will be very enlightening.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been in the game business for 25 years, then got sidetracked to virtual worlds for the last three or so, which is very similar to the game business in many respects. I can&#8217;t disagree with anything Eric says. I find his posts both entertaining and enlightening. </p>
<p>I believe the combination off less-than-stellar management practices intersecting with dreamers who never get practical is the root of many &#8220;crunch until you die&#8221; situations. Unfortunately game companies continue to hire managers for silly reasons such as they once worked at Blizzard, are friends with someone on the current management team, or because they&#8217;re a shameless self-promoting credits-quester (yep, I&#8217;ve known a few). Since management cultures aren&#8217;t turning around soon, the only way to combat &#8220;endless crunch&#8221; is by getting practical.</p>
<p>Getting practical means cutting back on the scope and features of the product until you CAN do it with the resources available. Resources available the current staff, working 40 hrs per week to the latest deadline. Creative directors and producers MUST sacrifice some of their sacred cows. Refusal to slaughter and eat the sacred cows is the foremost reason for both endless crunch, game project cancellation and company bankruptcy. If you de-scope the product at least you&#8217;ll get SOMETHING launched. If you keep pursuing the hopeless dream there is very real chance the whole thing will collapse before anything is launched.</p>
<p>Ask the management you talk with at a game company about the project scope they&#8217;ve reduced and the features they&#8217;ve cut to get past games out the door, or have already made on the current project. What they say in response will be very enlightening.</p>
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		<title>By: We Fly Spitfires</title>
		<link>http://www.eldergame.com/2009/05/how-to-find-an-mmo-job-that-doesnt-suck/comment-page-1/#comment-23301</link>
		<dc:creator>We Fly Spitfires</dc:creator>
		<pubDate>Mon, 25 May 2009 22:30:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=400#comment-23301</guid>
		<description>Excellent article! I&#039;m really glad I found this website. I don&#039;t work in the MMO industry but I&#039;m a web programmer and I&#039;ve had a few &#039;crunch times&#039; myself, fortunately only ever for short periods of time but even then it almost killed me.</description>
		<content:encoded><![CDATA[<p>Excellent article! I&#8217;m really glad I found this website. I don&#8217;t work in the MMO industry but I&#8217;m a web programmer and I&#8217;ve had a few &#8216;crunch times&#8217; myself, fortunately only ever for short periods of time but even then it almost killed me.</p>
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		<title>By: Todd Berkebile</title>
		<link>http://www.eldergame.com/2009/05/how-to-find-an-mmo-job-that-doesnt-suck/comment-page-1/#comment-23272</link>
		<dc:creator>Todd Berkebile</dc:creator>
		<pubDate>Mon, 25 May 2009 15:04:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=400#comment-23272</guid>
		<description>I worked at just about all the same MMO companies Eric worked at and I loved every minute of it, even the dark times when failure was imminent.  Of course, I have to agree with most everything Eric said none the less.  My advice would be never get an MMO job because you need a job, only consider an MMO job if you have a high personal passion for MMO development.  If making MMOs is not your life&#039;s dream, don&#039;t do it.  I wouldn&#039;t be quiet so afraid of failure as Eric not because I think he&#039;s exaggerating the failure rate of MMO companies but just because trying and failing at chasing your dreams is way better than not trying at all.  Just go into the job with realistic expectations.</description>
		<content:encoded><![CDATA[<p>I worked at just about all the same MMO companies Eric worked at and I loved every minute of it, even the dark times when failure was imminent.  Of course, I have to agree with most everything Eric said none the less.  My advice would be never get an MMO job because you need a job, only consider an MMO job if you have a high personal passion for MMO development.  If making MMOs is not your life&#8217;s dream, don&#8217;t do it.  I wouldn&#8217;t be quiet so afraid of failure as Eric not because I think he&#8217;s exaggerating the failure rate of MMO companies but just because trying and failing at chasing your dreams is way better than not trying at all.  Just go into the job with realistic expectations.</p>
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