WASD

WASD

My questions, although these could be used as a full discussion on JA…

Question 1:

The gaming industry is still very young compared to the rest of the entertainment industry. As it evolves and matures how do you see it changing/aligning (excluding AI)?

Will it align with the other industries or continue to react poorly to change – layoffs, licensing etc. Do you ever think it will evolve enough to eliminate its issues – discrimination (gender, age, etc), crunch, abuse. Will it ever accept unions.

Question 2:

The music industry is very protective of its IPs. Anyone that isn’t licensed to use its IPs publicly will be legally required to stop. The movie industry is similar – you cannot publicly play movies unless you are licensed.

Do you think the gaming industry (AAA more than Indie) will do something similar and you will need to license the IP to public play (streaming, videos, etc)?

Question 3:

With all the layoffs over the past few months do you think the industry will change the way it employees individuals to “moving/zero hour” contract instead of a “full time” contract? You work on a project and once it has finished you move on to the next? Job security is no longer a thing, a lot of other industries (not entertainment) it is the case – job losses, redundancies, etc happen a lot.

I'd love to dig in to some of these questions as discussion topics!

Members in Video Games will no doubt have thoughts on all of these, but as Content Creators often stream IP owned by companies, they might be interested in question 2!

I'd love to see peoples responses to Q2, it's been something I have thought about a lot and do think there may be something eventually.

Not sure if you have seen but Q3 has already started to happen with the Game announcement in the past 24 hours.

Why should I work for company X?

What training and skill development opportunities are there for employees?

What are the core working hours?

How many days holiday?

What is the employer pension contribution?

Work from home policy details if any.

What is the redundancy policy.

I know these sound/are self serving but they are very important questions/things people should consider in any employment, it's a two way relationship. Obviously it's a bit blunt and gives off the wrong impression if that's all you focus on.

Important though with all the horror stories we read in the games press about the industry practices/bad reputation.

Answers about holiday schedules will vary by company and location. If a company's headquarters are in Canada, for example, bank holidays will likely align with the Canadian calendar. Large companies often adhere to local regulations and holidays specific to their region.

Regarding crunches, it's important to have a balanced perspective. While it's absolutely unacceptable, crunch culture is not exclusive to the gaming industry. It's prominently reported in gaming news, but similar issues exist in various sectors like food production, agriculture, and construction. Remember, the trial period in a job is as much for assessing the company as it is for them to assess you. If you notice negative company culture or values that don't align with yours, it's better to leave early.

Interviews are self-serving, and I feel they should be! One side is serving their need for income and the other their need for labour (to earn money). It's amazing when your combined skills and interests are sought after, but it's not always the case.

Often interviews are presented as the company assessing you, but it's also so you can assess the company (as Sturmer also suggests). I feel asking these questions isn't giving off the wrong impression, so long as both parties come at it with mutual respect.

For me, I would only have one question if someone wanted me to work for them based on my YouTube/JA presence.

What would you say makes your game, something that is going to stand out and grow from the rest? We've had games rushed out nonstop in the industry in the past few years which has led to paywalls, blockchain and MCT, what would you say, is the reason you feel your game is going to do better than the rest?

I think the answer to this might tell you a lot about the studio! Are they bold or over-confident? Are they creative and radical or lacking in direction? Are they driven or are they too familiar with crunch?

How many times do you have to answer:

"Do you just get to play games all day?" and how many times before it becomes annoying?

On a serious note:

What skills do you think are important to build a good skillset that can be transferred throughout disciplines as you progress your career?

I bet they get that first question a lot! 😆

I’d like to know how people become games script writers? It’s such an unusual discipline, having to consider the interactivity of a games. It’s very different to linear narrative media like films and tv. Where would someone start with that type of role?

I know this question is intended for WASD members, but as someone with over a decade of experience in the gaming industry, I'd like to share my insights. We often joke that game writing is perfect for those who struggle to settle on a single plot direction. In game scriptwriting, you typically start with a core storyline, incorporating crucial moments, and then explore various 'what ifs' to branch out the narrative. A common approach is to create a checklist for each key character, questioning how they would react in different scenarios. This method ensures a dynamic and responsive storyline, reflecting the interactive nature of gaming.

It's a perfect job for indecisive writers hehe =)

Thanks for putting this thread up Boomer - especially for those that can't make it to WASD such as myself.

I'd love to be there to ask my questions:

  1. How do you balance between marketing and managing gamer's expectations?

  2. Do you think gamers are a different to other consumers of media such as movie goers or music fans? How does that affect the marketing and advertisements?

  3. When developing a game, do you follow popular game play trends such as Battle Royale game modes, post-launch DLC, and season passes or do you rely on a vision first time around

  4. When is it decided a second iteration of the game is to be made (and does it always include DLC?

I wonder if Nicole can pull back the curtain on the magic of marketing? 😄

I've been thinking about this one a lot since Boomer tagged me and the honest answer? Its tricky.

Two of the most important things you can do in marketing is know your product and know your audience and when those two things get out of sync, thats when there's real risk of unintentionally misleading gamers and creating expectations which aren't realistic to what you are creating.

Marketing is not this four week advertising period right before a game launches but a much longer term mission - both pre and post launch - which is what makes listening to and embracing the community so important (see what I did there 😉)

As AI continues to reshape the IT landscape, it's undeniable that businesses are looking for efficiency and profitability. While there's some resistance to this new reality, AI's potential to enhance productivity is clear.

My question for those in the games industry is this: How soon do you anticipate seeing job descriptions that explicitly require proficiency in operating AI systems?

Great question! Honestly I'd be surprised if it hasn't started already!

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