>we won't see another studio utilize the nemesis system because WB patented it until 2036
>their one studio that actually invented it and used it gets shut down
Patenting gameplay mechanics is so fucking stupid
Yeah, this is just the end result of the gaming industry's exploitative nature towards its devs. Don't forget the major concern now that you could be working on a game for 7 years of your life but some DEI fag will come in by year 4 and ruin it and now everyone's afraid to put 7 years of their life on their fucking resume because of how radioactive that product's name is.
Crappy games aren't really a concern for resumes, when you've worked on games and you're applying at a new studio you get asked about what systems/writing/assets you were responsible for, the overall quality of the title isn't a problem since it's known that it's the end result of a million hands. Here's a massive autism list of how people, in general, and programmers, specifically, are fucked in the games industry.
Pay is not just substandard for programmers but the studios are also usually located in the highest living expense urban centers. This is why programmers are always on the young side since, if you're straight out of college and single, you're more likely to agree to making $50k a year in LA, Seattle, or Austin and deal with living with 3 or 4 roommates or living far out enough that you suffer through an hour+ commute each way. When you're getting married or starting a family, it starts to get a lot harder to justify making the lower salary because of the living circumstances it requires. This isn't just a matter of not wanting roommates but also concerns about being in a good school district for the kids and so forth.
"But Tragic Amphibian, games are made on shoestring budgets, it's what it takes to get a game out." Yeah, we all know this isn't true. In addition to paying the technical staff below standard wages, game companies have also seen massive executive bloat outside of the game studios. To use one of our favorite poster's companies as an example, Todd Howard started driving a Porsche 911 after the money from Fallout 3 was rolling in. But Bethesda's president, a guy no one has heard of named Vlatko Andonov, started driving Ferraris and Lambos. We saw Bobby Kottick get a $20 million golden parachute as studios were laid off because of financial concerns. There's always the money at established studios to properly compensate skilled technical staff but bean counters and executives don't want to lose the money that could be theirs.
Benefits are also really weak at game companies. In normal corporate employment, small companies (basically below 2000 employees) will usually have remarkably good health coverage because health insurance pricing, at an organizational level, is fucked up. Usually, it's big companies that have shittier health coverage but even small game companies will have trash health coverage. Additional benefits are near non-existent, vacation and holidays are a joke. During the 5 years I was in the industry, I worked any Christmas Eve day that I didn't actively take off. "Good news everyone, since it's Christmas Eve, we're letting you all out at 3 pm!"
So generous! Federal holidays? "Why are you complaining about working on Labor Day, everyone else has it off so there's no traffic!" HR at games companies is also even worse than normal corpo HR, both in terms of proper HR administration as well as the absolute awful "talking to you like you're an elementary school student" HR bullshit. There's only one company I've worked for with even worse HR and that was a health insurance company.
Most companies have what we referred to as the "We own your brain" clause, aka the right of first refusal. If you are employed by these companies and engage in any creative endeavor outside of working hours, it must be submitted to the company for review before you are allowed to earn money off of it. This includes obvious things, such as the indie platformer that you're making on the weekend. This also includes, and absolutely isn't limited to, comics, your modern art gallery show, metal albums, novels, and board games. One guy at my company had to wait through the company evaluating his board game for four months because they kept running some mechanics by the various studio heads to see if they wanted to appropriate any ideas. Which, if used by the company, will not be something that you are compensated for since it will be considered part of the terms of your employment.
The fucking hours, man. I was originally a contractor and I unexpectedly got hired full time. It turns out this was because it was cheaper for the company to hire me as a full time salaried employee with benefits than it was to pay me hourly for the way that the project would be rolling over the following six months. Especially once we hit the 10 week death march of 12 hour minimum days on weekdays and 8 hour minimum workdays on both weekend days. I was single at this point so it was merely "fuck I never want to see this goddamned game again" in my mind. Hearing the guys who were having nightly "tuck the kid into bed" calls with their family was making me go "what the fuck are we even doing?"
All of this adds up to the programmers and technical staff, who become career games industry employees being a mixture of those who are the most dedicated to VIDJA GAMES and those with the lowest self-esteem or concern for their families. This, for obvious reasons, leads to the programmer-base in the games industry not retaining the best and brightest as well as skewing to those demographics who are already conditioned to self-loathing and/or narcissism. Who needs DEI initiatives to fill the studio with blue hairs and they/thems when the incentives ensure that they're most of what''s left?
When I think back to all of the guys I went to college with who entered the games industry, the only ones that are still in the industry are artists. Programmers? They shifted to normal programmer gigs to reduce hours, massively increase pay, and live in better locations. QA drones? We all realized that we were suckers and that normal employment of any kind was preferable to that slop. The 3D artists stuck around since you really only have the choice of working in the games industry or the motion picture industry and, if you think the games industry sucks, it's worlds better than VFX and working for Pixar/ILM/Dreamworks.