IGDA: Regarding Overtime Concerns at Rockstar San Diego
For Immediate Release
Regarding Overtime Concerns at Rockstar San Diego
The IGDA has recently become aware of a discussion initiated by the “wives of Rockstar employees” on Gamasutra raising concerns regarding excessive crunch during the development of Red Dead Redemption. In any studio, the IGDA finds the practice of undisclosed and constant overtime to be deceptive, exploitative, and ultimately harmful not only to developers but to their final product and the industry as a whole. While our research shows that many studios have found ways to preserve quality of life for their employees, unhealthy practices are still far too common in our industry.
Events like these raise the awareness of quality of life issues in the industry and among the public. The IGDA has made clear its stance on excessive uncompensated overtime, and this instance represents an opportunity for reflection across the industry. Particularly with the stresses imposed by the declining economy, game studios, like other independent businesses, are under increased pressure and therefore are more susceptible to production concerns.
The IGDA’s most recent Quality of Life Survey of over 3,300 game developers, completed in December 2009, reveals that over half of the developers surveyed felt that they needed more time for themselves and their families. However a majority of developers polled rarely crunch and feel that their companies work to avoid it. Further data and analysis will be released in the second quarter of 2010 with the IGDA’s updated Quality of Life Whitepaper. While crunch has always been a concern for the games industry, the IGDA concludes from its research that conditions in most workplaces are improving and, with diligence and an emphasis on increasing process efficiency, can continue to do so.
The Board of the IGDA and the IGDA’s Quality of Life Special Interest Group extend their support to the developers at Rockstar San Diego and their families, and wish them the best in resolving their concerns. The IGDA’s Quality of Life Special Interest Group has issued an open invitation to Rockstar developers, studio heads, and corporate officers offering consultation to bridge overtime gaps on the basis of their common interest in producing the best game product possible.
IGDA Overtime and Quality of Life Position
Due to the competitive marketplace, speed of advancing technology, and creative nature of game development, long hours have always been a challenge for the games industry. The IGDA advocates safe and legal business practices to ensure the quality of life of game developers around the world as a core organizational mission.
- As part of this mission, the IGDA published a landmark whitepaper on Quality of Life in the game industry in 2004, and it stands behind the paper’s conclusions. Specifically:
- We assert, as has been well documented, that extensive overtime is not only ineffective from the point of view of productivity, but moreover is destructive of employee morale.
- We believe that companies have an obligation to inform prospective employees of their overtime policies prior to their employment.
- We believe it is unethical for studios to routinely rely on extended, uncompensated overtime in order to get their products out the door.
- We believe that deathmarch hours injure the reputation of the entire game industry, preventing top talent from entering and remaining in game development. Excessive overtime destroys the talent upon which the game industry is founded and depends.
- We further believe that studios engaging in excessive overtime injure studios that work rigorously to ensure quality of life for their developers.
The IGDA maintains that, as a professional organization, it is our obligation to adhere to the highest standards of ethics to facilitate the growth and stability of our profession. In 2009 the IGDA adopted a Code of Ethics ( http://www.igda.org/about/ ) to address this and other professional concerns. We assert as an organization that this standard of ethical behavior is critical for the development, health, and happiness to which all game developers aspire.
To achieve a greater standard of working practice, the IGDA emphasizes education and communication as core pillars of professional growth and maturity. Developers that communicate arrive on saner and more efficient practices that ensure healthier developers and better games. The health and professional growth of game developers will always be of the highest concern to the IGDA.
Toward the pursuit of safe and sane working practices, the IGDA:
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Emphasizes leadership training and effective management;
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Regularly surveys developers to ascertain average industry health and well-being;
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Encourages individuals to know their legal rights in their regions;
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Promotes communication and information exchange between developers;
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Supports developers and studios in their pursuit of effective working practices.
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Comments
What good is this if you aren't going to back up your words?
You might as well say nothing.
I am glad to see IGDA
I am glad to see IGDA response on the matter. Hopefully this situation can be resolve and everyone can be happy on both side (employees having more time with their family and management having productive employees that produce great games) as in my opinion employees that are well treated with normal hours will be more productive and motivated then employees that are press until burn out, exhaustion.
I'm glad to see the IGDA has
I'm glad to see the IGDA has made a response, and much quicker than usual. I think this is a great sign for the IGDA and hopefully this will be a great sign for the employees of R* SD if the accusations are true.
The Power of the Pen
Effectively, that is all the IGDA has.
What would you want the IGDA to do? It cannot sanction Rockstar, nor can it take legal action.
All it can do is condemn work practices it finds wrong and destructive. But that's the point. An individual developer can decry unhealthy and immoral working conditions, but when the organization for professional game developers does so, it should carry more weight.
We're already seeing news stories pick up the IGDA press release, and that is what the IGDA can offer. As Justice Brandeis said, sunshine is the best disinfectant.
i'm with Tim
The response felt cautious, overly diplomatic, and ultimately toothless.
A statement from the IGDA should carry weight, David - you're right. This one doesn't.
Let's play dress-up: you run a game studio called AssKicker, and you're thinking about working your guys to the bone in a year-long crunch to make the best product possible. You think back to that press release IGDA sent out about Rockstar. Does it have you shaking in your boots? Are you going to think twice about pushing the crunch?
Of course not. You're AssKicker. It's part of your corporate image to be all edgy and awesome. And there's definitely a certain coolness factor to having a job in a hot industry where you work crunch. The unpaid overtime isn't good for your workers - it may even take years off their lives - but so does smoking, and smoking is pretty awesome.
You hit the nail on the head when you said the IGDA can neither sanction Rockstar nor take legal action. If that's the case, and their only recourse is to issue a strongly-worded rebuke, and they're not even going to do that, then i ask you: what's the point of the IGDA?
The organization is gutless, toothless, and merely an excuse for young men to play at being bureaucrats.
- Ryan
How can we make this actionable
What can we do as an organization to move forward on this matter which clearly upsets all of us. Could we come up with some plan for action? Perhaps IGDA leadership could reach out to Rockstar San Diego leadership for comment and to provide resources in an effort to help corrent their quality of life issues.
Could the IGDA serve as a mediator for employee concerns to top brass?
Being actionable
Blake - do you mean like this?
"The IGDA’s Quality of Life Special Interest Group has issued an open invitation to Rockstar developers, studio heads, and corporate officers offering consultation to bridge overtime gaps on the basis of their common interest in producing the best game product possible."
Way to thank the only organization trying to do something...
I am glad to see IGDA's quick repsonse to this issue. I am very disheartened by the negative remarks. I am hoping it is just a loud minority.
IGDA is doing what it can
Since the IGDA is not a union, it can't take any more direct and immediate action than to offer a strongly worded comment and an invitation for both sides to talk with the IGDA QoL principles to come to a mutual understanding and work towards an mutually acceptable solution.
For those that don't think it's worded strongly enough, not sure how you can get stronger than, "the IGDA finds the practice of undisclosed and constant overtime to be deceptive, exploitative, and ultimately harmful not only to developers but to their final product and the industry as a whole."
Casting light on the problem
This is an appropriate response to this issue. The QoL white paper has helped move this debate forward. A decade ago, death march conditions were worse and considered an expected part of game development. Thing have changed without a union.
The wives can sue and might just, given the experiences shared by Erin Hoffman (EA Spouse).
Moving forward, we might want to look at ways for excessive overtime to be reported anonymously through the IGDA so that things don't have to go so far.
You don't need unions and bureaucracys to shed light on the problem. I'm sure the bad press alone is creating a great deal of pressure right now to address this than what was happening a week ago before any of this came to light.
I agree
I agree with what Ryan said.
Though the IGDA is just - in this case - an advocate, the condemnation does carry some weight. Especially when you consider that most of the top execs in the industry are in fact IGDA members.
The concern here is that back in 2004 during the "EA Spouse" debacle, there was a major of industry outcry - which later became a very expensive settlement for EA.
Five years on, we're back at the same thing and it is seemingly business as usual.
The biggest issue that I see is that this behavior is going on at a LOT more studios. Just like all the insider shenanigans the general public (or those in a different industry caste) don't get to hear about, most just quietly sail through it because when you have families to feed, mortgages, car payments etc - not to mention health costs, making waves is the VERY LAST thing on your mind. No matter what ANYONE says, when you make waves - anon or not - it has a ripple effect that causes people to lose their jobs. And lets not even go into the stress inducing nature of the whole thing which I'm sure any therapist can take apart with ease and subsequently put everyone on anti-anxiety and anti-stress meds.
Go ahead, contact Erin and find out how many of the non-anon folks who were around during the EA Spouse debacle are still there today. Sure they could have moved on voluntarily or down-sized at the cost of doing business; but nevertheless, thing about that for a minute and see if you can convince yourself that the millions the debacle cost EA didn't have any effect on jobs at the affected studios.
Unionizing is not the answer either since that comes with a whole other slew of problems. In our industry, awareness and pro-active stances are key.
Seriously!?
I honestly hope I'm just misreading your comment, Derek. You really think the best approach to this problem is to pop some Xanax and stick our heads in the sand? It's that type of attitude that has our industry in this situation to begin with. Management at all of these studios uses the fact that their employees want to ship the best product possible to coerce the staff to work ridiculous numbers of unpaid hours. And we encourage it to happen by showing these companies that there are no real consequences for their transgressions. Every time you silently work the deathmarch, you reinforce crunch as a valid business strategy.
Are there risks in trying to change the status quo? Absolutely. But, ultimately, anything worth doing in life comes with some measure of risk. Tell me, if the whole staff at R*SD walked off the job and refused to return until their concerns had been addressed, would they all be fired? Would T2 just shuttle the whole studio? Not bloody likely. That's an extreme example, but the point remains.
So if it helps you sleep at night, you take your meds and accept things as they are. For the rest of us, the path of change is long and difficult. But, as with all journeys, the only way to reach the finish is to take that first step - and this type of public admonishment seems like a pretty good one.
"I honestly hope I'm just
"I honestly hope I'm just misreading your comment, Derek"
You did misread it. Try reading it again.
Distraction tactic
Hi Derek. You bring up a lot of points, and not a lot of organization between them, so I'm not sure what your core takeaway point is, but since you invoked my name...
This is a bit of a distraction. The "non-anon", and the "anon" at EA from that time are indeed mostly not there -- and they are much, much happier, in every single case of the many I've talked to. The dynamics of EA's decisions to hire and layoff staff are much more complex than a single lawsuit, and I would challenge you to rationally isolate the effect of the overtime lawsuits alone -- it can't be done. EA has been distressed for years for reasons entirely unrelated to the lawsuit fallout. The two are only connected in the reverse, insofar as a studio in distress has a higher tendency to overwork its talent due to its shortfalls in market prediction and ability to adapt. The ~$30m from the two OT lawsuits was a blip on their radar, but for perspective, that figure amounts to 0.008% of EA's 2008 net revenue ($3.67 billion). It's enough to make a blip on a chart, and to cause change -- not enough to cause their studio closures and layoffs, which are instead strategic, as you can bet they're telling their stockholders. If they were to damage themselves by cutting that much staff on the basis of two lawsuits, they'd be shooting themselves in both feet, and they actually are not that stupid. Your assumption that "waves" at these large companies cause direct loss of jobs is not based in fact and is a fear-based assumption that has kept a stranglehold on the industry for years.
Developers have rights, and they should be using them. This is all in addition to Tim Woodbury's very correct points.
Hi Erin, My point was that no
Hi Erin,
My point was that no matter what, noise or no noise, anything related to standing up and speaking against something like this AT YOUR JOB can and will lead to people being fired at some point.
To assume that anyone can just up and speak out and without consequence is plain arrogance from anyone who thinks that won't happen. So anon or not, there will be consequences. If that was not the case, why else are people NOT standing up against this sort of thing and which the industry is rife (for the most part) with?
Even in your case, the affected parties didn't speak out, instead, the wives were pushed out in front. And history is repeating itself in this R* issue because obviously those folks figured that doing it this way would keep their jobs out of harm's way.
I fail to see the distraction there.
Hi Derek, The distraction
Hi Derek,
The distraction itself was the example you used -- "find out how many of the non-anon folks who were around during the EA_spouse debacle are still there today". You insinuated or stated that their absence was from firing or layoffs as a result of the worker action, which is flatly not true.
The danger here and throughout QOL discussions is the perpetuation of absolutes and mythology surrounding working practices. Because people are so emotionally invested in their careers and livelihoods, it's often difficult for them to separate themselves to a useful analytical distance -- and I say this as a person mostly known for writing an angry emotional rant about working conditions. What I have found throughout over five years now of fighting for this cause is that it is very complex and there are almost NO absolutes. The route to fixing it can be won, but it's won slowly and on multiple fronts at the same time. This makes it difficult to track and impossible to make a simple absolute statement about. And when people make statements like "this is ALWAYS X", it preys on our predisposition to fear and lash out and get angry instead of solving problems. And for some of us, the mission of solving those problems is really, really important.
So looking at your statement above, I see a number of problems:
[no matter what], [noise or no noise], [anything related to standing up and speaking against something like this] [AT YOUR JOB] [can and will] [lead to people being fired] [at some point].
It's full of absolutes and vagaries at the same time. What does "at some point" mean? How would you test and track that? You can't. People are let go for all sorts of reasons, so a statement that "X will lead to people being fired at some point" is empty because "X" could be anything and still be non-falsifiable.
So let's cut it down to a thesis: 1) speaking up about QOL; 2) at your job; 3) will lead to people being fired:
The absolutes don't work here. This depends at the very least upon:
1) How you speak up;
2) What you say;
3) Who you say it to;
4) Where you work.
All of these are generally manifestly within a developer's control to change, and those are the things that we're trying to educate on to empower developers to take charge of their own quality of life. And they absolutely SHOULD speak up. And if they DO work for a developer that will fire them for 1) reasonably 2) in an educated fashion 3) in respectful disposition 4) presenting solutions and not just problems -- then their solution is to find another employer.
Employers that will cut your head off for "speaking up" do exist, and frankly shouldn't. But they are not "all", "no matter what", "noise or no noise", "can and will". The absolutes in your perspective are immediately dismissable with a single counterexample because it's such a rigid statement. And QOL is not a rigid issue.
The "why" people don't speak up is founded on an assumption (people don't speak up in their jobs -- they do, actually) and is another separate analysis independent from the answer you have before your question.
Erin, I disagree for the most
Erin, I disagree for the most part with your inference that absolutes are inadmissible within the scope of this discussion.
Nevertheless, the fact remains that absolutes or not, if people felt that it was safe - no matter the reason - to stand up and deplore something like this and without consequence, they would do it. You don't need to be a diplomat or a passive personality in order to speak out about QOL issues. And it has nothing to do with cowardice either, but more to do with job security.
The end result is that, no matter how you look at it, the gist is that its just not safe to openly decry something like this at work. Unless of course you're telling me that the wives of these hardworking folks somehow took it upon themselves to bring this action and without ONCE thinking about the consequences if their husbands did it. When you have a mortgage and bills to pay, it sort of limits the extent of your penchant for doing crazy things like, oh I dunno, mooning the boss maybe because he keeps making you work overtime? OK, so that harsh, but if a nicely worded letter was just as effective, why is that not the course of action?
UNION
...WE NEED TO UNIONIZE!!!!!
Management will eventually learn
I've done contract work for RockStar / Take 2 back in the 90', talked with Sam Houser directly. It wasn't all that bad. Mind you it was a different sort of organization in the Grand Theft Auto 1 days than it is now.
I've also worked at outfits that routinely pressed "a big push" one after the other. The turbo button on a racing game comes to mind here. If you constantly hold it down you blow the engine and everything falls apart. People can generally work 40 hours a week pretty consistantly, but if you're running 60 or 80 a week you'll get away with it for a quick turbo boost but not a sustained effort. Management is fooling themselves, they're not getting linear returns on hours. It's naive to think you're getting twice as much productive output from your employees at 80 hours. I'd even argue that it's completely counter productive. They're working 80 but getting 20 hours of productivity because of the excessive burn. They're get more producticity with fewer hours! Management will figure it out after all their people burn out and they miss all the deadlines even with all the long hours.
Hi Derek, I've re-read your
Hi Derek,
I've re-read your comment a number of times over the past few days, and it still reads the same to me. From your comments on the original blog post over at Gamasutra, it's clear that you belive that crunch is not an inevitable part of working in the games industry but a practice that we've allowed to exist that should change. Your post here is, to me, a bit of a contadiction. You sound like you want change but, in the same breath, you come up with reasons why it's impossible/improbable. It seems as if others have come to the same conclusion from reading your post, so perhaps it is the phrasing that betrays your intent.
I have to agree strongly with Erin on this issue. Speaking up against workplace injustice is not necessarily a path to the unemployment line. As she correctly put it, your job security in that scenario is largely dependent on factors over which you as an individual have complete control - namely: what you say, how you say it, and to whom. To give you a personal example, I worked for an employer who put us on an impossible schedule of building four titles from spec to ship in just under three months. Crunch started immediately. We worked 12-14 hour days, 7 days a week (including Thanksgiving and, if not for a freak Seattle snow storm, Christmas). We worked that schedule for five months - yes the schedule slipped... it had to. Everyone worked around 2 productive hours a day and spent the rest of their time writing bugs for the next day, or fixing the bugs they'd written the day before. At that point, I was done. I collected myself, went to our engineering lead, and explained calmly and clearly that since they wanted these projects to ship, I would be working 40 hour weeks from then on. I explained our productivity loss from the overtime as I saw it in the trenches, and I explained the reason the code was so buggy build-to-build. Not only was I not fired, I got to work the hours I wanted and needed, but the products shipped within the next month (which wouldn't have happened if we were still crunching through that period). Now, that's merely one example. It doesn't take into account the "who you work for," that Erin mentioned. With the wrong studio, maybe I would've been fired. I admit that as a DINK, I have less skin in the game and can more easily take those kinds of risks.
Mooning the boss is, by your own admission, a harsh example (and exceedingly immature, btw). Most anyone would acknowledge that that particular action would not achieve the desired result. But why is addressing the problem directly and seeking redress not a valid course of action? If we want to remove the risk that you see in that action, we need to remove the individual from the equation. I agree with you that the American labor union is an outdated, outmoded system meant to preserve the status quo for the few tenured workers at the expense of both the enterprise and the less tenured workers. I do, however, believe that we would see great possibility for success with a system not unlike the European works councils or co-determination. The difficulty is in forcing the necessary legislative changes that would enable those to exist. This is an area where I think the IGDA will not be a help. The organization can speak out against companies that allow these conditions to exist but, as you mentioned, the major industry execs have a strong hand in both running and funding this organization. I believe in the work this organization does for our medium, but it is not and cannot be a driving force for employment law reform as long as it exists as an organization the represents both the employer and the employed.
Just my $0.02 ($0.01 adjusted for inflation)
@ Tim I've re-read your
@ Tim
I don't know want is so confusing and/or contradictory. I thought was I said was clear. I guess not. So let me break it down again but nevertheless, my original post still stands as was originally written.
- Everyone wants change.
- I don't think change is possible if the people who this sort of crap affects are too scared (for fear of retaliatory action, losing their jobs, making waves etc) to stand up, step up, man up (STOP frigging pushing your wives, girlfriends, pets, Goldfish or whatever in front of this! These are choices YOU made!!!) or whatever.
- How CAN you bring about change if the incidents that require said change are NOT reported and/or investigated? No, third party reporting (like this "wives tale" thing) is not the same thing. Apart from the fact that it is, from the face of it - and for the most part - hearsay.
- My wanting change has nothing to do with my assertion that it is impossible to bring about such change for whatever reason there may be. The two notions are mutually exclusive.
Finally, this comment I made earlier
.....is simply stating that stress, anxiety, angst etc - all a direct cause of something like this - are direct side effects and the sort of thing that any therapist can diagnose and subsequently go with the path of least resistance: medication. It has already been widely reported (from the EA Spouse debacle) that folks going through this situation do in fact have stress and anxiety related health issues. Thats what I was refering to.
No way was it advocating use of medication as per your reply below seemed to indicate.
As to this....
Obviously my commentary about people going through this being hesitant to step out in front of it, still stands. You and Erin can tout the moral line all you want, but the fact of the matter is that it changes nothing. What you and I consider to be the correct course of action is not something that anyone in front of the situation will even consider. Why? Because it is always easier to be on the outside looking in and not having ANYTHING vested in the outcome. We're on the outside looking in.
And until Erin - an unknown entity until the "EA Spouse" decable - became a celebrity of sorts, her spouse - and indeed herself - didn't consider doing it the PROPER way either. The result? They pushed the wives in front and wrote an open letter. And the rest is history.
Go ahead, tell me that you, Erin, myself - and everyone else looking in - are smarter than all those highly talented folks at EA, R* and elsewhere who are going through this day after day. The fact is, those are highly skilled and very talented people WHO HAVE A LOT TO LOSE.
And I'm 100% certain that during the time it took them to reach a consensus related to "letting the spouses do it", they probably considered going to management. But in anything like this, you can't reach a consensus of you're not all in agreement.
In other studios where similar things have happened, there has been a mass exodus. I know of at least three studios where this has happened - and I had friends at all three of them. At other times, the departures are more subtle because people quietly leave (pursing other opportunities, spending time with the dog, going to Mecca, going into space, surfing around the world, going to work at a glue factory etc are really good excuses for leaving with your severance intact) - then later take all their friends with them. One such incident? Infinity Ward went from making blockbuster games for EA to making MEGA blockbuster games for Activision.
So no, the obvious course of action never won any medals. You'll just die tired during the race and end up with mounting debt and a stupid grin on your face. But hey, at least you'll feel good about it as you race your way to the unemployment line for your next check.
....and while we're at it, go ahead, click here and read the whole thing - especially the last paragraph. I have about 17 other such links ALL saying the same thing as I've been saying here.
Overtime = Management Twinkies
You might think that management would know how to balance work for the purpose of worker efficiency, but it's simply not true. When there is a tradition of unpaid overtime, then it's natural for managers to try and get as many of them as possible - in the same way that an animal will often eat all the food it is given, even if it then become very fat and slow.
Food gives you energy, to a certain point, beyond which it makes you lose energy. Payment for overtime is usually about 1.5x, so the pay scale balances out to discourage overtime unless absolutely necessary. However, unpaid overtime discourages balance, and because of temptation, there need to be rules set down to control the natural tendency of managers to exert overtime.
Basically what I'm saying is that unpaid overtime is like giving managers unlimited free twinkies.
@Derek - I didn't think this
@Derek -
I didn't think this was a flame war, so I'm not really sure why you've chosen to adopt that tone. This is a heated issue that has affected or will at some point affect the majority of the people who work in the game industry, and we all have our opinions of how to change or fix it. It seems, in this case, that we will simply have to agree to disagree.
@ Tim Wait. What? Tone? First
@ Tim
Wait. What? Tone?
First you said I wasn't clear. Then you mis-interpreted what I wrote. Now its my tone?
I realize that without a face-to-face exchange, it is hard to gauge someone's stance, but nowhere was I even gearing towards an argument, let alone a flamewar. Why would I?
If you and I were facing each other at a panel having this exchange, I doubt that the things would be any different. Except for the fact that you'd be able to tell from my face, posture and stance, that we were having a debate, not a flamewar.
Anyway, I give up. Have at it.
For the record, it is exchanges like this that end up causing issues to get lost in the noise and people just move on like it never happened. Then everything becomes inconsequential and we've all but wasted our collective time.
On topic....
Let's notburn too much bandwidth on any particular person or his or her response here...this stuff is way to serious to let this discussion degenerate into anything even remotley resembling a flame war.
The topic of discussion is and should remain QOL, not about who is right and who is wrong in their posts...everyone gets a say here.
Now that that's settled...I think we can all agree that enlightened management does not exploit workers because it is counter productive to both a good product and a the mental and physical well being of the workers, who are in a vrery real sense, the most important assets of any studio. This is a talent driven indistry. And talent should be nurtured and revered, not merely exploited.
So now about some suggestions for making I high level of QOL the standard in our industry...after all, we are abunch of smart people. So, let's work together here!
How to we frame this message for each of the differnet constituances - Studio Heads, Leads and Managers and individual Employee Developers to get the most buy-in from each different group?
Unnecessary caveats
While I welcome the quick response on this issue, I don't think the statement is very strong. I am concerned by the use of unnecessary caveats. It says constant overtime is only harmful if undisclosed, how do we know that Rockstar don't inform their employees about it at the hiring stage? It says that relying on extended overtime is unethical but only if uncompensated. Why not unpaid? If it's to allow companies the option of promising comp time and or bonus pay then we know from what has already been stated that is true for Rockstar San Diego.
The tone of this statement suggests that the IGDA finds the situation at Rockstar to be unacceptable. And yet, with the use of these unnecessary and vague caveats it equally appears that it doesn't.